Showing posts with label Nintendo. Show all posts
Showing posts with label Nintendo. Show all posts
Nintendo Goes Retro in Wii Party U
Posted by Admin at 7:35 AM 0 commentsOh, Nintendo ... I just can't quit you. Even though I don't have the Wii U console and probably won't for a long time to come, I still like to keep an eye on what Nintendo is doing to see the new ideas it brings to the world of video games. With the upcoming minigame collection title Wii Party U, not only will players get the unique experience of asymmetrical game play but they will also get a high-tech flashback to a concept that was popular during the early years of portable video games: "head-to-head" tabletop gaming.
From what I have seen in the ads and articles about Wii Party U, 15 of the two-player minigames will be limited to the Wii U GamePad's display screen and require players to share the GamePad controls to play competitively or cooperatively. The picture below provides an example of what this kind of game play would look like, and the minigames that fall into this format include foosball, baseball, and slot car racing.
When I saw video footage of these kinds of two-player Wii Party U games in action, it reminded me of how early portable video game producers such as Mattel and Tiger would produce battery-powered tabletop games that two players could play together. Most of these games were sports games although there were some exceptions, such as the Star Wars Electronic Laser Battle Game.
To give you a better idea of what these games were like back in the late 70s and early 80s, here are two commercials for portable head-to-head electronic games:
Two Great Tron Games That Aren't Really Tron Games: escapeVektor and Light Trax
Posted by Admin at 2:50 PM 0 commentsAfter all these years, I'm still baffled over Disney's mishandling of the Tron franchise: Given the original film's premise and the popularity of its first arcade game, Disney could have used Tron to break into the video game market through a series of games set inside of a computer world. Instead, Disney's licensing of Tron games has been uneven and largely underwhelming. After the original arcade game in 1982, there was another arcade game in 1983, Discs of Tron, and a handful of Tron titles for the Atari and Intellivision home consoles. That batch of games was followed by ... 20 years of nothing.
The impressive Tron 2.0 came out in 2003 but between lackluster sales and poor support from Disney, that game quickly faded into cult classic status while other game franchises thrived. Since Tron 2.0, Tron characters have appeared from time to time in the Kingdom Hearts video game series, and a selection of tie-in games of varying quality were released under the collective Tron: Evolution title when the Tron: Legacy movie came out in 2010.
I'm sure that more tie-in games will be released for the upcoming Tron 3, but that's part of the problem: They're tie-in games for a movie series, not games that are part of an ongoing, stand-alone video game series. Between that and Disney's prompt cancellation of the incredible yet short-lived Tron: Uprising animated series--a series that could have provided game developers with plenty of fantastic ideas, plots and settings--it appears that Disney has relegated the virtual world of Tron to the silver screen and video game cameos and tie-ins. (I've also been disappointed how Disney let the Epic Mickey video game series go to waste, but I'll save that for another rant.)
Nevertheless, the slick neon-lit style of Tron has influenced the look and game play of many video games throughout the years, and this post highlights two that I've recently found that adhere to both the look and the metaphorical, computer-based logic of the Tron-iverse: escapeVektor by Nnooo and Light Trax by Skip Ltd. Read on for my review of these two games, and why Tron fans should add them to their video game collections.
escapeVektor was released through WiiWare for the Nintendo Wii in 2011 and for the Nintendo 3DS and PlayStation Vita in 2012. In this game, players guide a character named Vektor, who is trapped inside of a computer’s central processing unit (CPU), through a series of maze-like digital landscapes with the hope of escape. However, the CPU has other plans and dispatches a series of enemies--Patrols, Hunters, and Interceptors--to foil Vektor’s plans. Click here to learn more at the official escapeVektor site, where you can also purchase the game’s chiptune soundtrack.
As a game, escapeVektor is reminiscent of two 80s era arcade classics, Pac-Man and Qix. Yet the look and game play logic of escapeVektor follows the visual style and plot of the original Tron movie so closely that it might as well be a tie-in. Between the neon-lit backgrounds, an electronic music soundtrack, a selection of data-based enemies of varying degrees of intelligence and capability, and a hero who is navigating his way through a labyrinthine world that's ruled by an oppressive master control program, escapeVektor is almost like an abstract, minimalist retelling of Tron.
Light Trax is part of a series of games that were released under the collective title Art Style. It is a remake/upgrade of Dotstream, a game that was part of Skid Ltd.'s bit Generations series for Nintendo's Game Boy Advance, and it was released through WiiWare for the Nintendo Wii in 2010.
Playing Light Trax is like watching a light cycle race from a great distance: A group of bright pastel lines race against each other and avoid a variety of obstacles on a black-and-neon landscape. Light Trax is ostensibly a racing game but like everything in the Tron-iverse, it has its own peculiar logic. The lines in Light Trax can only accelerate their speed by running parallel to another line, but they will decelerate if they collide with or are cut off by another line. The race courses themselves defy gravity, twisting and turning in all sorts of directions in a seemingly endless expanse of 3D digital space.
In addition to the race courses and race circuit series, the game also provides a selection of "Freeway" levels, where players can guide their line along the freeways that connect the different race circuits to each other. While the same rules of acceleration and deceleration apply to the freeways, players can either race to a specific destination through the freeways within a set period of time or they can choose to just "cruise" the freeways as they glide their way through vertigo-inducing trajectories. Imagine watching Tron, Flynn, Beck or some other Tron-inverse character riding a light bike on a mega-highway that connects different areas of the Grid, and that’s how these levels feel. Click here to listen to a selection of chiptune music from the game’s soundtrack.
A Freeway level from Light Trax (virtual barf bag not included).
Neither escapeVektor nor Light Trax are official Tron games, but they capture the aesthetic of the franchise so well that they should provide many Tron fans with a satisfying game experience. Given how poorly Disney has handled the Tron franchise overall, I’m happy to take what I can get.
My Five Favorite Open World Environments in Video Games
Posted by Admin at 5:35 PM 0 commentsVideo games have come a long, long way from when they first appeared for the general public back in the 70s. Not only have they become more complex in terms of graphics and game play, but they also transitioned from a 2D to 3D format with varying degrees of depth. I enjoy many of the classic 2D games from the 80s and games from the 90s onward that have 3D graphics, but I'm particularly fascinated with games that provide open worlds (a.k.a. "sandboxes") that allow players to explore large and unique locations as part of and/or in between game missions. Even if a game is mediocre or doesn't hold my interest, I'm content to be a virtual tourist if it provides me with an engrossing open environment to visit.
Here's a list of five open worlds that kept me entertained for hours with their expansive scope, unique features, and varied opportunities for interaction. These aren't the immersive virtual realities that the sci-fi genre keeps promising us, but they're great examples of what digital entertainment can provide to gamers when game developers are given the support to create incredible worlds of their own. Read on for my list of noteworthy virtual environments.
5. Location: Gotham City
Game: Lego Batman 2: DC Super Heroes (2012)
Traveller's Tales' Lego Batman 2 is the first Lego game that features an open world that players can explore as part of the game's missions. (From what I've heard, Lego City Undercover for the Wii U features an even larger open world, but I haven't played it yet.) Even though it is the first of its kind, this version of Gotham City is an amazing thing to behold
The Lego-ized Gotham City is spread across three islands with connecting bridges and waterways. Players can explore the city by driving through the streets in a motor vehicle; speeding through the waterways in a boat; flying over the skyline in either an aerial vehicle or as a flight-capable character; or entering a subway station to go to another island. Even after I finished playing the game's missions and defeated the various DC super villains who invaded Gotham to wreak havoc, I was still impressed with just looking at the city from various perspectives and visiting its many sites. (Click here to read my complete Lego Batman 2 review.)
4. Location: Springfield
Game: The Simpsons: Hit and Run (2003)
I haven't watched The Simpsons on a regular basis for well over a decade, but I was a die-hard fan for its initial seasons during the 90s. (True story: In college, I wrote a term paper about The Simpsons that earned me a free trip to an academic conference in New Orleans.) Thus, it only felt natural to pick up a copy of The Simpsons: Hit and Run, a game which allows players to freely roam the Simpsons' home town of Springfield.
Hit and Run is mostly a racing game, and each level is self-contained in a way that a race track is self-contained; in other words, players can drive anywhere within a level while they are in it, but they can never drive outside of the level and into a new location. Regardless, each level is designed after a particular Springfield neighborhood (the suburbs, the town square, the business district, and the harbor area) and each neighborhood features popular locations from the TV show (Kwik-E-Mart, Moe's Tavern, Springfield City Hall, Springfield Elementary School, etc.). The arrangement of Springfield into three-dimensional environments--a pretty sweet accomplishment for a 2D cartoon--was a treat for Simpsons fans, even for those who don't enjoy racing games (like me, for instance). Never before or since has a game made the experience of driving a pink Plymouth sedan to the local convenience store and back feel so rewarding.
3. Location: Miami
Game: Scarface: The World is Yours (2006)
I'm not a fan of gangster-based entertainment but when I heard that the cast and crew from the 1983 Scarface movie were involved in the creation of the official video game--including Al Pacino's selection of a sound-alike voice actor to assume the role Tony Montana--I knew I had to play Scarface: The World is Yours at least once. I'm glad I did, because the Scarface game put together a fantastic recreation of an early-80s Miami.
An open environment is essential to the largely non-linear structure of Scarface. Since the game tasks players with rebuilding Montana's drug empire, the Miami that was created for the game had to allow players to do things that a notorious drug lord would do to make money and build influence (e.g., sell cocaine, buy real estate, launder money, bribe cops, massacre rival gangs, etc.). Nevertheless, speeding around the computer-generated Miami of Scarface, either in a car or a motorboat, proves a lot of fun by itself. There are many locations to visit, the weather patterns change, and the sun rises and sets as you play through the game. It's a virtual gangster's paradise.
2. Location: Bullworth Township
Game: Bully: Scholarship Edition (2008)
Bully: Scholarship Edition has plenty going for it--a witty script, a large cast of characters, and engaging game play--but it wouldn't be half as interesting without the interactive environment of Bullworth, the township in which the game takes place. As players progress through the game, different neighborhoods within Bullworth are unlocked and each has its own features, personality, and missions. Players can move through the town in various ways (by foot, bicycle, skateboard or bus), and the setting alternates between day and night according to the game's own system of time.
As with Scarface: The World is Yours, an open world environment serves the non-linear game play style of Bully. Yet because players assume the perspective of an adolescent while playing the game, the gradual exploration of Bullworth and its neighborhoods will remind older gamers of what it was like to be a kid and to visit new places for the first time as a part of growing up. Sure, Bully allows players to indulge in all sorts of hilarious juvenile hijinks, but the opportunity to ride a bike through the streets of a small town at dusk brought back a lot of childhood memories for yours truly. (Click here to read my complete Bully: Scholarship Edition review.)
1. Location: Kawawii Island
Game: Go Vacation! (2011)
The way I see it, Namco Bandai's Go Vacation! is Wii's other premier resort game, with the original being Wii Sports Resort. Wii Sports Resort was designed to demonstrate the enhanced capabilities of the Wii's MotionPlus feature and it did so against the backdrop of a tropical resort called "Wuhu Island". For as impressive as its MotionPlus sports games were, Wii Sports Resort didn't allow players to freely meander around Wuhu Island on their own. Even when Wuhu Island appeared again in Wii Fit Plus, players could only see different areas of the island by playing a fitness game (e.g., jogging, biking, etc.) that used the island as a background setting.
In contrast, Kawawii Island in Go Vacation! features four different resorts on a single island: a beach resort, a ski resort, a mountain resort, and a city resort. Each resort has its own selection of sports games of varying levels of quality; however, the real stars of the game are the resorts themselves. Each resort is well designed and allows players to freely move through them to find hidden secrets, explore different attractions, and enjoy the scenery. As with any real resort, each Kawawii Island resort even has a visitor center--complete with Muzak playing over the center's loudspeakers--where you can "talk" to staff about extra resort features. As virtual tourism efforts go, you can't do much better than Go Vacation!.
Human Sacrifice, Spirit Photography and a Cursed Village Haunt Nintendo Wii's Project Zero II: Crimson Butterfly
Posted by Admin at 8:27 AM 0 commentsTwo people who are lost in the woods find themselves in a strange village that vanished a long time ago under mysterious circumstances. No, it's not Brigadoon--it's the Nintendo Wii edition of Tecmo's Project Zero 2: Crimson Butterfly (a.k.a. Fatal Frame 2).
Project Zero 2 was one of the last major releases for the Wii, but it was only sold in Europe and Japan in June 2012. I was able to purchase a copy of the European version at a reasonable price through eBay, and then I played it on my Wii console through the region-free Gecko OS application that I downloaded for free from the Homebrew Channel. This might sound like a lot of effort just to play a video game, but I'm glad I did it. Even though it arrived late in the Wii's release schedule, Project Zero 2 is one of the best horror games available for that console. Read on for my complete review.
The Wii edition of Project Zero 2 is a remake of Fatal Frame 2, which was originally released for the PlayStation 2 in 2003 and the Xbox in 2004. While the game has been changed to fit Wii's motion control system, its plot remains the same: Twins Mio and Mayu Amakura are hiking through the woods of Japan to return to a place they liked to visit in their childhood. Mio follows Mayu into a detour that takes them much deeper into the forest, where they find an ancient village that appears to be abandoned. As they explore the village, they learn that a human sacrifice ritual involving twins that was regularly performed by the villagers had gone horribly wrong, which then opened a portal to the underworld that plunged the village into a state of murky limbo. Yet many angry ghosts still walk the streets of the village, and they are determined to use Mio and Mayu to perform the ritual correctly to end the curse that imprisoned them in everlasting darkness.
Project Zero 2 is one of the creepiest horror games I've played on the Wii. Between its detailed environments, gruesome story and impressive selection of ghastly spirits, this game will make your skin crawl for hours on end. Players will encounter ghosts of previous sacrifice victims, as well as those of visitors who found the village and became trapped by its curse. Two of the most disturbing spooks among the cast of phantoms are the woman with the broken neck (she walks around with her lifeless head eerily flopping from side to side) and the woman who committed suicide by throwing herself down a stairwell (watching how this ghost moves herself along the floor will make you squirm). As the game progresses, players learn more about the specifics of the sacrifice ritual, the people who lived in the village, and what went wrong that caused the village to vanish.
The game utilizes the Wiimote and nunchuk controllers to enhance players' immersion into its gloomy world. Players use the Wiimote to aim either a flashlight or the Camera Obscura, the only weapon Mio and Mayu have to fight against the ghosts. Defeating ghosts gives players points, which can then be used to buy upgrades for the Camera Obscura. I've never played any of the Project Zero/Fatal Frame games before this one but I found the Wii-specific controls to be very intuitive and responsive, so much so that I’m astonished that Nintendo didn't adapt the entire series for the Wii console. (Actually, Nintendo did release Project Zero 4: Mask of the Lunar Eclipse for the Wii back in 2008, but that release was exclusive to Japan and it currently costs around $80 or more to buy on eBay. Dammit.)
Unique to the Wii's version of Project Zero 2 is a Haunted House mode, where players tour different haunted locations. This is a fun addition to the game that "measures" your fear by how much you shake the Wiimote during your haunted visit; this mode also allows a second player to participate by triggering random scares to surprise the other player. The selection of haunted environments and two-player game play format is very similar to another Wii title, the Ju-On: The Grudge Haunted House Simulator. However, Project Zero 2 is the better purchase simply because it's better made and has so much more to offer than the Ju-On game.
Project Zero 2 does have its shortcomings, but not enough to ruin the overall gaming experience. Most of the missions involve looking through old village buildings to find various objects; this becomes repetitive and a somewhat annoying from time to time. Furthermore, because of the game's strong focus on narrative, players will often have to find a certain object or perform a particular task in order for the game to progress. If players cannot figure out what the object or task is--and sometimes it is not as obvious as it should be--then the game essentially comes to a halt. For example, I was in a level that required me to look through a hole in a wall in order for a necessary cut scene to play. Yet because this kind of action wasn't required anywhere else in the game to make it continue, it didn't occur to me to do it until I watched a Project Zero 2 walkthrough video on YouTube.
If you enjoyed other Wii horror games such as Calling, Cursed Mountain and Silent Hill: Shattered Memories, then you will want to add Project Zero 2 to your library. It may be hard to get for some Wii gamers, but the effort is worth it.
Nerd Rant: Is it the Beginning of the End for Home Video Game Consoles?
Posted by Admin at 7:29 AM 0 commentsWhile I consider myself to be a gamer, I only play video games that fit within my disposable income budget, a budget that has been quite modest as of late. Thus, I have only been gaming within my financial means, playing discount or used games on a Nintendo Wii console that I bought a few years ago and playing older games on my PC. I've tried to play newer PC games, but my computer has an integrated graphics card that causes newer games to stutter; thus, I can’t play new PC titles until I can afford a new PC, and that won’t be for a while.
With my current financial limitations, I can only watch what’s currently happening in the video game industry from the sidelines. Nintendo’s latest system, the Wii U, isn't selling nearly as well as its predecessor, and the upcoming next generation consoles from Sony and Microsoft are causing concern among the gaming community due to their new restrictive features. For example, Microsoft’s upcoming Xbox One will require an Internet connection and a user account to play games--even single player games--which will limit the opportunities for gamers to share titles with their friends.
Another tidbit I've read is that the development costs for high-end titles for the game consoles are skyrocketing, while development costs for video games that are available for cell phones and tablets are cheaper and in turn are earning more revenue. In fact, the reason I've heard as to why the Wii U offered so few launch titles is that Nintendo management underestimated the cost and resources involved to make games for its new system and thus had to focus what it had available on the production of a handful of titles just to meet the scheduled launch date. The general consensus among many writers who cover the game industry is that the newer consoles are aiming to offer more than just games (e.g., Blu-ray disc playback capabilities and high-def TV viewing features) in order to convince consumers to buy them; in other words, in order to keep up with the new digital entertainment landscape, gaming consoles have to be more than just gaming consoles.
Being a gamer whose first home console was an Atari 2600, this has been fascinating to watch. In previous console wars, competing console companies only had to worry about each other because no other devices could do what their consoles could. Now, consoles have competition coming from the Internet, cell phones and digital tablets, mediums that can provide entertaining and addictive games at a fraction of the cost for a home console game. If this trend continues, home consoles could disappear altogether and high-end video games that are based on expansive virtual worlds and complicated game play mechanics could become limited to PCs and PC-based gaming services such as Steam. This reminds me of what happened to home video rental businesses such as Blockbuster in recent years: What used to be brick-and-mortar businesses have been replaced by online services and vending machines, venues that are cheaper to provide and sustain.
It should also be noted that many of the video games that are being offered in the alternate venues of the Internet, cell phones and tablets are following the design aesthetic of video games that used to populate the video game arcades of the 80s: simple, colorful and addictive instead of complex, detailed and immersive. I remember a time when arcade video games provided the quality standard that the home consoles aimed to emulate; now, the home consoles are being beaten by games that would have fit perfectly in an 80s-era arcade.
While video games will never go away as long as digital entertainment remains a profitable industry, I am disappointed to see the gaming consoles disappear. I am very satisfied with the gaming experiences I've had with the Wii and its motion-based controls such as the Wiimote and the Balance Board. Sure, many Wii games failed to creatively utilize the console's unique controls and instead only provided the notoriously irritating “Wii waggle” as a control system, and Nintendo itself provided limited support for its upgraded MotionPlus feature. Nevertheless, when Wii titles did something genuinely innovative with the hardware provided--titles such as Wii Sports Resort and Red Steel 2--the experience was rewarding and memorable. The Wii’s unique control system breathed new life into older games such as Bully, Resident Evil 4 and Okami, and it provided opportunities for video gaming to enter the realm of physical fitness with titles such as Wii Fit.
I’m convinced that devising new and creative ways to play games are just as vital to the video gaming experience as the production of quality titles, and I don’t see how anything other than a dedicated game console can provide new systems of play. Likewise, I’m hoping that Nintendo can turn things around with the Wii U and turn it into something other than a larger version of its handheld 3DS system. Yet while I would hate to see console-based attempts to make video gaming something more than just sitting in front of a screen with a controller go by the wayside, I don’t know how this can be avoided until game production and sales costs go down.
This Fall: He-Man and the Masters of the Universe Meet the Justice League
Posted by Admin at 4:12 PM 0 commentsSummer is almost here, which means that superhero fans are going to be treated to all sorts of Marvel and DC goodies for the next few months. On the Marvel side, we already have Iron Man 3 in the theaters, which will be followed by The Wolverine in July and Thor: The Dark World in November. We'll also be getting two new Marvel cartoons on Disney XD--Avengers Assemble later this month and Hulk and Agents of S.M.A.S.H. in August--as well as the live-action Agents of S.H.I.E.L.D. TV series debuting on ABC in the fall. Over at DC, we'll be getting the Man of Steel movie in June and the new Beware The Batman series on Cartoon Network in July. Also from DC is a crossover comic book miniseries that's scheduled for this fall, when the Justice League crosses paths with He-Man and the Masters of the Universe.
I'm not sure why DC is doing this, other than the ongoing nostalgic appeal of He-Man among people who grew up during the 80s and the fact that DC and Mattel, the company that makes He-Man toys, are owned by the same mega-conglomerate. He-Man was always a toy line first, and anything else associated with it was explicitly designed to help sell the toys. At best, He-Man cartoons and comic books were like a very poor man's version of Jack Kirby's New Gods comic book and since the characters from that series are already part of the DC universe anyway, I can't see He-Man and the Masters of the Universe doing anything memorable when they meet up with the Justice League. I suppose it would be interesting to see what would happen if Billy Batson got a hold of He-Man's Power Sword and then became, say, Captain He-Marvel or Shazam-Man, but I don't think that's going to be part of the upcoming miniseries.
I think that a much more fitting crossover would be between He-Man and Big Jim, another Mattel toy line that ran from 1972 to 1986. The crossover could depict He-Man and company teaming up with the equally muscular Big Jim and his muscular buddies--Big Jack, Big Josh and Big Jeff--and having adventures in dance clubs, Turkish bath houses and ancient Olympic wrestling competitions. Not that there's anything wrong with that.
Where the boys are: Mattel's Big Jim action figures
Another idea for a better crossover we be to put He-Man characters into a sequel to Namco's Muscle March. Sure, Muscle March isn't a very complicated game, but it would fit perfectly with He-Man's hyper-muscular visual aesthetic and cast of ridiculous characters like Ram-Man and Fistor. Check out the preview video below to see the muscle madness to which I'm referring.
Protect Gotham City from Evil Minifigs in Lego Batman 2: DC Super Heroes
Posted by Admin at 4:48 PM 0 commentsIn my opinion, Traveller's Tales' Lego video games are works of evil addictive genius. Unlike other licensed video games, Lego video games combine the logic of game play, toy play and toy collection into a single interactive experience. Since the first Lego Star Wars game was released back in 2005, each subsequent Lego game has added new features to this format but the original combination remains intact. In a Lego video game, players control characters to guide them through game-like scenarios, interact with objects and environments as if they were brick-assembled toys, and acquire new characters and vehicles to complete a virtual, in-game toy collection. These games also feature a two-player cooperative option, so you and a friend can play with the toys each game has to offer.
One of the latest Lego games is Lego Batman 2: DC Super Heroes, which was released in 2012 for each of the major consoles. Lego Batman 2 is not only a sequel to the previous Lego Batman game; it also takes everything that's great about Lego video games and makes them even better, resulting in a title that's great for both video gamers and superhero fans alike. Read on for my complete review.
Lego Batman 2 finds Batman and Robin investigating a mass breakout of super villains from Gotham City's Arkham Asylum, a breakout that happens just after they foil one of the Joker's latest schemes. The Dynamic Duo's search for clues leads them to the real culprit behind the prison break: Lex Luthor, who plans to use Joker and his laughing gas to help his presidential campaign win the upcoming election. Realizing that they might need more help than usual in defeating this sinister partnership, Batman and Robin call on Superman to aid them in their fight to stop Luthor, capture the Joker and save Gotham City.
The title Lego Batman 2: DC Super Heroes is not entirely accurate; most of the game's main campaign plays like a World's Finest team up between Batman and Superman, with other DC heroes appearing in the campaign's epic final chapters. Nevertheless, Lego Batman 2 provides all sorts of DC-inspired fun. This marks the first time that characters in a Lego game actually speak instead of communicating with each other in grunts, gibberish and gestures; as such, Clancy Brown reprises his popular voice role as Lex Luthor for the game. The game's levels are challenging and well designed, and its original story is consistently entertaining and witty. The script mines plenty of humor out of Batman's chronic refusal to ask for help when he needs it, as well as his annoyance at Superman's inexhaustibly sunny attitude. There's even a playful jab at Arkham City, a recent non-Lego Batman video game.
The main campaign is only part of the game's appeal; the rest belongs to its representation of Gotham City. In previous Lego games, missions were connected to each other through "hub worlds", environments where players could select new characters, access new levels or access previously completed levels in free play mode. The hub worlds became progressively bigger with each successive Lego game, but the hub world of Gotham City dwarfs all of its predecessors. It's an enormous open environment, spreading across three islands that are connected by bridges, waterways and metro systems. The architectural design of the game's Gotham is pulled straight from Tim Burton's Batman movies (albeit with some Lego-specific changes), and the city is brimming with many locations to visit, villains to defeat, citizens to save, and collectibles to find and purchase using the Lego studs you accumulate during the game.
For me, the main campaign was a fun gaming experience, but it was the open world of Gotham that turned Lego Batman 2 into an obsessive-compulsive fixation. Being a child of the 80s, having the chance to get my own collection of DC hero and villain minifigs gave me flashbacks to Kenner's Super Powers action figure line from that same decade so I found myself planning in between game sessions how I was going to amass this collection as quickly as possible. (Fun trivia fact: Both the Super Powers line and the minifig collection in Lego Batman 2 include Cyborg, a superhero who is frequently associated with the Teen Titans, as a collectible character.)
Even if you aren't as collection-obsessive as I am, virtual Gotham City is still fun to experience. You can drive through it using the selection of vehicles provided, sail around it, or fly over it either in a plane, helicopter, or as a flight-capable character. The cityscape is quite breathtaking to behold, even for something that was built to the scale of Lego minifigs.
You will unlock half of the superhero characters during the main campaign: first Batman and Robin, later Superman, and then finally Cyborg, Flash, Green Lantern and Wonder Woman. The rest of the heroes and villains are only unlockable after you purchase them with Lego studs. The exact number of heroes and villains you can collect varies, depending on which console you have (I was playing the Wii version of this game). To get the most fun out of the heroes and villains minifig collection, I made sure to get as many of them as I could before going back to the main campaign in free play mode. After all, what's the point of collecting so many figures if you can't play with them to see what they can do?
Of course, Lego Batman 2 does have some peculiar quirks. Flying takes some effort to master, particularly when you have to navigate a flying character into a small, tight location. A few of the hero and villain minifigs are vastly under-powered in comparison to their comic book counterparts. For example, the Green Lantern minifig can only use his power ring to fly and assemble of green brick structures--that's it. Sinestro does even less than that, since there are no yellow brick structures for him to assemble with his power ring.
The selective reduction of powers is probably due to the Lego video game format's inability to translate certain characters' abilities into something the players can control. If that is the case, I would have preferred if Traveller's Tales selected different DC hero and villain characters that would work better with what the game's programmers could accomplish. Regardless, the game's problems are insignificant in comparison to everything else it does so well.
Lego Batman 2: DC Super Heroes is the best Lego video game to date, and I highly recommend it to anyone who enjoys Legos, superheroes, and video games. There's also a feature-length straight-to-video Lego Batman: The Movie – DC Super Heroes Unite that's scheduled for release in May and is based on the game's plot and cut scenes. Check out the preview clip below.
Coolest Geek Dad Ever Hacks Donkey Kong for His Daughter
Posted by Admin at 3:42 PM 0 commentsThis is fantastic news for geek parents who are introducing their kids to classic video games, so I had to post it here. It was written by game designer Mike Mika and published in Wired magazine, and the article's title says it all: "Why I Hacked Donkey Kong for My Daughter". As Mika writes:
"My daughter ... jumps at the chance to play games with her old man. She’s only 3, but she’s always exhibited a keen interest in games. ... (O)ut of all of the older games, she most enjoys playing Donkey Kong. Maybe it was because it was the first game we really played together, or the fact that she watched the King of Kong documentary with me one afternoon from start to finish. Maybe it’s because Mario looks just like her Grandpa. Whatever the case, we’ve been playing Donkey Kong together for a while. She’s not very good at it, but insists on playing it over and over again until she finally hands me the joystick in total frustration. ... Finally, one day after work, she asked to play Donkey Kong, only this time she raised a pretty innocent and simple question: 'How can I play as the girl? I want to save Mario!'"So what did Mika do? He hacked Donkey Kong and changed it so that Pauline, the female character in the game, is now saving Mario. So what did his daughter think of it? According to Mika:
"Just like clockwork, she woke up and sat on my lap asking to play Donkey Kong. Only this time, she could play as Pauline. She was excited! But for all she knew, I just figured out how to get Pauline to work. And that was fine. I wasn’t expecting it to change her life. We played for a bit. And some more. And again later. You know what? She really did seem to enjoy the game more. For whatever reason, she was more motivated to play as Pauline than as Mario."My geek hat is off to you, Mr. Mika. Anything that gets kids of both genders into playing video games and appreciating the classics is a good thing in my opinion, and the fact that you went the extra distance for your daughter is an example that all geek parents should follow. Game on!
Enter the ENCOM Grid in the Tron 2.0 Video Game
Posted by Admin at 12:41 PM 0 commentsWith the recent cancellation of Tron: Uprising on Disney XD, I found myself going into intense Tron withdrawal. So, I did the only thing that I could think of to do: I went on eBay and picked up a copy of Tron 2.0, a 2003 first-person adventure game that was developed by Monolith Productions and released by Buena Vista Interactive. Tron 2.0 was the first sequel to the original Tron movie--that is, until Tron: Legacy arrived in theaters in 2010 and thus reclassified the game as non-canon. In spite of its displacement from official Tron franchise continuity, Tron 2.0 is still a fun game that both fans and video gamers in general should enjoy. Read on for my complete review and for thoughts about how Tron 2.0 stacks up against Legacy.
Tron 2.0 focuses on Jethro "Jet" Bradley (voiced by Jason Cottle), son of Alan Bradley (Bruce Boxleitner, reprising his role from Tron). It has been over 20 years since the events of Tron and Jet works with his father at ENCOM, which is in the middle of a business struggle with a rival computer company called Future Control Industries (fCon). In the game's opening scene, Alan is kidnapped by fCon thugs while talking on the phone with Jet; the kidnapping sets into motion a series of events that result in Jet being digitized into ENCOM's computer grid, where he has to find a way to free his father and discover the true motives behind fCon's hostile takeover of ENCOM.
Even though Tron: Legacy replaced Tron 2.0 as the official sequel to Tron, Legacy took many key themes and plot points from Tron 2.0. Both depict a rebellious, wayward son who enters a computer grid to free his captive father. Both include an attractive female program that aids the hero and willingly puts herself in harm's way in order to save the hero in a moment of unexpected danger. Both feature a pivotal fight scene that takes place in a digital version of a night club that is frequented by anthropomorphic computer programs, as well as a climactic battle that takes place both within and around a floating structure that looks like a giant, high-tech airship. Even the name "Tron Legacy" is mentioned in Tron 2.0, although what this name means in the game is much different than what it means in the 2010 movie sequel.
According to what I've read, Tron 2.0 under-performed in sales and was plagued with technical problems during its initial release, so I can see why Disney would want to re-launch the Tron franchise again with a different sequel in a different medium; thus, I'm not entirely surprised that Tron: Legacy is essentially a reboot of Tron 2.0. I think that Legacy features a stronger story than Tron 2.0: Legacy uses artificial intelligence as its source of conflict, which in turn allows the story to explore deeper emotional themes, such as the complex relationship between technology creator and creation and how it parallels the relationship between biological parent and offspring in strange, eerie and unpredictable ways. In contrast, the digitization beam that allows people to enter and exit the computer world is the target of corporate espionage in Tron 2.0, a plot point that shapes the game's story into a simpler good-versus-evil melodrama. Yet a less satisfying story doesn't ruin Tron 2.0 as a gaming experience; in fact, where it differs from Legacy is where Tron 2.0 keeps its entertainment value even though it is no longer Tron canon.
The computer grid created by Kevin Flynn (Jeff Bridges) in Legacy is a stand-alone grid that has no contact with other computers or users for the purpose of Flynn's personal artificial intelligence research. Flynn deliberately designed his gird's environments so that they would imitate those found in the human world; thus, the programs Flynn's grid behave more like human beings than the user-controlled programs in the ENCOM grid in the original Tron. In contrast, Tron 2.0 takes place within the ENCOM grid and the networks connected to that grid, so the programs in Tron 2.0 behave in a manner similar to those in Tron. For as human as they look and sound, the programs' actions and beliefs conform to the commands given to them by their users, which in turn provide Jet with challenging situations and problems to resolve as he races around the computer world to save his father from fCon. (Although I know it will never happen, I'd love to see a Tron story of what happens when an ENCOM grid program is put into Flynn's grid, and/or vice versa.)
Because the digital world of Tron 2.0 is larger than that of Legacy, the game consists of many elaborate environments that are based upon actual computing: players explore the internal digital worlds of personal computers, the Internet, firewalls and so on as part of the game. Each environment is amazing to behold (so much so that I would recommend Tron 2.0 just for those alone) and the game's developers get plenty of creative mileage out of the parallel relationship between the real world and the IT world. Many of Jet's missions involve traveling to parts of the IT world that have physical representations in the real ENCOM world but because he has been digitized, none of the other human characters can actually see him anywhere. In one memorable scene, Jet enters ENCOM's electronic security system to free Alan. While Jet walks through a digital representation of ENCOM to unlock doors and watch a digital representation of Alan move through ENCOM, Jet still cannot occupy the same space as his father. There's a brief but poignant feeling of helplessness present in this moment, with Jet realizing how limited he is to help his father no matter how much technology he has at his disposal in his digitized state; he's stuck looking at ENCOM from the outside with no way to enter.
In keeping with the game's IT logic, players modify themselves as they download more data and upgrades while traveling in and around the ENCOM grid. Downloadable upgrades and messages are represented as glowing cubes within transparent data bins; each upgrade is some kind of tool you can use (body armor, a weapon, or a new ability), while the messages consist of e-mails that provide additional information about the conflict between ENCOM and fCon, the strained relationship between Jet and Alan, and the events that took place between Tron and Tron 2.0. Permission codes are also found in the data bins, which you need download to gain access to certain areas, upgrades and information.
Since this is a Tron game, game play inevitably involves light disc combat and light cycle races. You begin the game with a light disc as your primary weapon, and the upgrades give you disc modifications and alternate kinds of weapons. The light cycle races are almost identical to the races seen in the original Tron, where the cycles could only make 90 degree turns. The races in Tron 2.0 include an advanced light cycle model that was created by industrial designer Syd Mead exclusively for the game. Light Tanks and Recognizers also appear in Tron 2.0, but only as part of the background scenery. Multiplayer scenarios are offered in the game in both campaign and light cycle modes, although I didn't try either of those options.
The only complaint that I have about Tron 2.0 as a game are the moving and disappearing platforms that appear throughout the levels. I absolutely despise platform jumping from a first-person perspective, because I can never accurately gauge how near or far I need to be to the platform in order to reach it, so I usually wind up falling to my death multiple times. Thankfully, there's an ample selection of Tron 2.0 cheat codes that can be easily entered into the game that allow you to get past areas of extreme difficulty.
I highly recommend Tron 2.0 for Tron fans and anyone who is intrigued with the idea of exploring the digital landscapes of computerized worlds. Even though it's no longer part of official Tron continuity, it's still fun to play and offers interesting variations on the concepts that were originally presented in Tron back in the 80s. Check out the Tron Wiki for more information about Tron 2.0 and be sure to pick up Tron 2.0: Killer App for the Nintendo GameBoy Advance, the only other video game that takes place in Tron 2.0 continuity.
The Tron 2.0 action figures by NECA.
8-Bit Music: When Techno Goes Retro
Posted by Admin at 4:13 PM 0 commentsBeing a child of the late 70s and early 80s, I remember falling into a state of slack-jawed awe when video games began to play their own soundtracks. Not just music cues that would play every now and then, but actual soundtracks that would play a music track throughout a level and then switch to a different track on another level, and so on--almost like a movie or a TV show. Mind you, these early video soundtracks were very simple in their arrangement but back during the heyday of coin-op arcades and early home gaming consoles, the arrival of 8-bit music soundtracks hinted at the successive waves of increased technological sophistication that were inevitably on their way in video gaming entertainment. Thankfully, even though video game soundtracks have since moved on to include compositions played by full orchestras, 8-bit music has stayed alive to create an underground music genre of its own.
I recently discovered that 8-bit music, otherwise known as "chipmusic" or "chiptunes", is still being composed and distributed by artists who specialize in electronic dance music. According to Wikipedia, 8-bit music "is synthesized electronic music often produced with the sound chips of vintage computers, video game consoles, and arcade machines, as well as with other methods such as emulation. In the early 1980s, personal computers became less expensive and more accessible than they had previously been. This led to a proliferation of outdated personal computers and game consoles that had been abandoned by consumers as they upgraded to newer machines. They were in low demand by consumers as a whole, and not difficult to find, making them a highly accessible and affordable method of creating sound or art. ... (I)n its modern form, the terms 'chip music', and 'chiptune' refer to music made by the sound chips found within early gaming systems and microcomputers."
I've been listening to 8-bit music tracks on YouTube and even though some of the tracks sound like the simple compositions played on 80s-era coin-ops, the best 8-bit music utilizes the full range of sounds that the technology provides to create complex and unique music. Read on for a small selection of few tracks that I recommend for those who wish to hear the 8-bit musical sounds from decades past taken to a completely new level.
Naturally, there are many 8-bit covers of popular rock hits available on YouTube, but most of them sound like what these songs would've been like if they had been used as background tracks for a Nintendo Entertainment System game. The most impressive covers are the ones that apply an inspired selection of 8-bit sounds to the original composition in order to create something that sounds both fresh and familiar. Here are two examples of such creativity at work:
The Pixies, "Where is My Mind":
Weezer, "Just Like Buddy Holly":
Where 8-bit music maintains its ongoing livelihood is through musicians who continue to find new ways to apply 8-bit sounds to modern musical tastes, musicians such as 8-Bit Weapon and 4mat:
Anamanaguchi, "Blackout City"
8-Bit Weapon, "Bit and Run":
4mat, "Chipmusic is Dead":
The examples that I listed above are just a few of the chiptunes that I've found so far. There are plenty of other examples of 8-bit music and artists around the Web.
A Look Back at Four Fantastic Giant Robot Games for the SNES
Posted by Admin at 4:11 PM 0 commentsAs a long-time fan of giant robot stuff like the Robotech anime series and the Zoids toy line, I'm frequently drawn like a bee to honey to giant robot video games. By "giant robot video games", I'm not talking about any of the Transformers games (where sentient robots fight other sentient robots) or games such as the Super Robot Wars series (where the robots are just pieces that players move around on the board as part of a strategy game). No, I'm talking about games that allow you to control robots that are piloted by people, something along the lines of a Japanese "real robot" anime series. For games of this variety, some of the best were made for the Super Nintendo Entertainment System (SNES) back in the 1990s. Click below for a list of four SNES games that allowed players to assume control of a big 'bot and lay waste to various digital landscapes and pummel the bejesus out of other robots.
Title: Cybernator
Release Date: 1993
Publisher: Konami
Even though the American title of this game sounds like some kind of low-budget, straight-to-video Terminator rip-off, Cybernator is actually a game that closely adheres to the logic of real robot anime series such as Mobile Suit Gundam and Armored Trooper Votoms. The original Japanese title is Assault Suits Valken and it is the second in a series of Assault Suits games that were released on a number of different game consoles, from the Sega Genesis and the SNES to the PlayStation 2, although only two of the games were released in the US.
An Assault Suits Valken model kit.
Cybernator is a combination of a 2D platformer and a "shoot 'em up" game. Players assume control of a "Federation Assault Suit", a humanoid robot that is armed with various weapons and has jets that allow for limited flight capabilities. The missions in the game take place in both space and land environments, and the mission objectives vary from level to level. Even though most of the enemy's forces consist of robots like yours, you will also encounter tiny human soldiers that shoot at you--soldiers that you can vaporize with your robot's weapons.
Title: Mazinger Z
Release Date: 1993
Publisher: Bandai
As the title explicitly indicates, Mazinger Z is a video game tie-in to the popular Mazinger Z anime series. This is also the only title on this list that falls into the "super robot" genre of anime, and the only title on this list that was exclusively released in Japan. The game is very faithful to the anime series, with cut scenes featuring the anime's characters and levels populated by enemy robots pulled from many of the anime's episodes.
Mazinger Z is a side-scrolling "beat 'em up" game, much like other licensed tie-in video games from that era. What makes Mazinger Z worthy of inclusion on this list is that it gives players access to many of the titular robot's weapons, including its signature "Rocket Punches". If you're a child of the 70s who waxes nostalgic for the Shogun Warriors toy line, Mazinger Z is the video game for you. Also be sure to check out the Mazinger Z arcade game, which offers a hefty additional helping of super robot mayhem.
Title: MechWarrior 3050
Release Date: 1995
Publisher: Activision
MechWarrior 3050 is based on BattleTech, a popular sci-fi role-playing game that revolves around giant robot wars. Two licensed BattleTech games were made for SNES: MechWarrior in 1993 and later MechWarrior 3050. The first MechWarrior game approached giant robot combat from a first-person perspective, but the technological limitations of the SNES, no matter how innovative they were at the time, made the game feel like a tank simulator with a few extra features. It also didn't help that the depiction of giant robot combat in BattleTech games is very clunky and ponderous, as opposed to the sleek, fast-paced action seen in most giant robot animes--never mind the fact that a few of BattleTech's robot designs are pulled directly from various anime series.
MechWarrior 3050 switched the game play into an isometric, third person format, and it's much better off for it. Sure, the robots are still rigid and clunky, but they're easier to control and you can watch them blast enemy bases and robots to smithereens. Bliss!
Title: Metal Warriors
Release Date: 1995
Publisher: Konami
Metal Warriors is very similar to Cybernator in terms of game play, but there are a few significant differences that make Metal Warriors the better game. During the many of the missions, players have to leave their robot armor to access control panels that open key doors or deactivate security measures. (When outside of their robots, the pilots somewhat resemble the tiny pilot figures that came with the Zoids robot kits and the early pre-Transformers Diaclone toys.) Metal Warriors also includes up to six different kinds of robots--each with their own strengths and weaknesses--for players to control, some of which players can switch to during the course of a mission. Leaving the controls of your robot also opens the opportunity for an enemy soldier to steal your robot and use it against you, another challenge that I haven't seen before in other giant robot games.
Metal Warriors' inventory of combat robots.
Of course, Metal Warriors has a lot more going for it than just a selection of playable robot types and robot-less mission challenges. The environments include destructible floors, ceilings and walls that allow you to make your own entrances and exits; the missions vary widely in terms of complexity and objective; and the animated cut scenes will give fans flashbacks to their favorite robot anime series. Indeed, even though it is a 2D platform game, Metal Warriors features the kinds of missions that should have appeared in the Robotech: Battlecry game but unfortunately did not.
The SNES titles listed here can still be found for sale on eBay, for purchase as virtual console games for one of the current home gaming systems, or for download as SNES emulator ROM files.
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