Category: Games

Games Video

Xbox Live Arcade: Still Growing

As you probably already know, I am a huge fan of Xbox Live Arcade. The system is so easy to use, and it provides an outlet for creative game developers to have their game published. X06 had more then a few announcements about the future of Live Arcade, so here is an update on what has been going on:

The Xbox Live Vision Camera recently shipped. Four Xbox Live Arcade titles were automatically updated to include support for the new camera. These include Bankshot Billiards 2, Hardwood Hearts, Hardwood Spades, and Hardwood Backgammon. Up till now, the Xbox Live Arcade version of UNO was the only game to include camera support. The camera can be found for around $40.

TotemBall, the first game to require the camera, should be released tomorrow. Players use gestures read by the camera to control the characters. The game will be a free download.

Doom was released last Wednesday on Live Arcade. I was actually hoping to see classic games like this remade. The Live Arcade version of Doom features multiplayer support, new graphics and sound, achievements, and online leaderboards. I have already spent a few hours playing it and so far it is excellent.

The release schedule for the rest of the year looks like its going to be pretty packed. While there are no official dates as to which games are coming out when, expect to see the following games before the end of the year: Lumines Live!, Contra, Ultimate Mortal Kombat 3, Small Arms, Gyruss, Mutant Storm Empire, Defender, Assault Heroes, Heavy Weapon, Carcassonne, Alhambra, Settlers of Catan, and Dig Dug. Some of these are games that I have been looking forward to for a while now.

Anyway, expect the rest of the year to be a busy time for the Arcade.

Games Video

Itagaki: I’m not going anywhere

It appears that some Playstation 3 fans have been spreading rumors that Team Ninja’s producer Tomonobu Itagaki, one of the Xbox’s most loyal developers, is leaving the console. One can only wonder how this rumor started, but it probably has something to do with Ninja Gaiden Sigma.

But don’t let that PlayStation 3 version of Ninja Gaiden trouble you. Tomonobu Itagaki is not going anywhere. In fact, he isn’t even working on it. He’s left that up to Yousuke Hayashi, who requested that he be allowed to bring the Ninja Gaiden franchise to a broader audience. Hayashi worked on Ninja Gaiden Black for the original Xbox, so it seems that Sigma is in capable hands.

Check out this interview for more on Itagaki’s love of Sega and Microsoft hardware, as well as a clue as to what he’ll be focusing on after Dead or Alive Xtreme 2 ships (hint: it’s Ninja Gaiden 2)

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X06

Well, there is a ton of news coming out today from X06. While I don’t feel like writing about all if it (since you can find it elsewhere), I will write down a few of the news items that I personally think are cool.

First up is news that Halo is being turned into a real time strategy game by Ensemble Studios, the studio behind the Age of Empires franchise. The game is currently titled “Halo Wars“, but I would not be surprised if that title changed. Personally I was not too surprised at this announcement. Not too long ago, Microsoft shut down a Command & Conquer Generals: Zero Hour mod called “Halogen”, which was a Halo based RTS. The game will obviously be 360 exclusive, but there is no release date announced yet.

In other news, Bioshock and Splinter Cell 5 (not the upcoming Double Agent) will be exclusive to the Xbox 360 and PC. This is a pretty big blow to Playstation 3. If it continues to lose high profile games like these two, Sony will have a hard time convincing people to spend $600 this holiday. Bioshock should be out next spring. Splinter Cell 5 obviously has no release date (it doesn’t even have a name yet).

Doom is making its way onto Xbox Live Arcade. It should actually be up on there right now. It features multiplayer support, new graphics and sound, achievements, and online leaderboards. Lets hope this turns out to be awesome.

GTA4 was talked about in a bit more depth this time around. Peter Moore announced that Rockstar is working on two exclusive content packs to be released a few months after the game has shipped. He also promised that the content packs will have a lot of substance to them. He said that they are not talking about “an extra car or character here” and that the content packs will be lengthy. This is pretty big since that means that Xbox 360 is the only place to play the full GTA experience.

Sierra announced Assault Heroes and 3D Ultra Mini Golf for Xbox Live Arcade. I believe these will be the first two Sierra games to be available over Live, so this could be the start of something great. I am definitely looking forward to Assault Heroes.

Forza 2 will ship with 300 Cars on disc. Expect to see downloadable cars available after release. 300 cars is about 80 more then the previous game if I remember correctly.

The HD-DVD drive has an estimated retail price of $199. This is actually cheaper then I was expecting. Then factor in that it is being bundled with an Xbox 360 Universal Media Remote, and for a limited time, an HD-DVD copy of Peter Jackson’s King Kong and you got yourself a sweet deal. Expect it to be available in mid-November.

Peter also announced a partnership between Microsoft Game Studios, Marvel, and Cryptic Studios, developer of the acclaimed City of Heroes. “Together we will create a truly epic game, Marvel Universe Online.” It’s a massively multiplayer online exclusive for both Xbox 360 and Games for Windows.

Gears of War was shown again at well. I am not sure if anything new was revealed, but expect to see some new Gears of War footage showing up on gaming sites soon.

And lastly, Banjo-Kazooie is coming to Xbox 360. There should be 160 games for Xbox 360 by this holiday.

Expect more news tomorrow.

Games Reviews

The Legend of Zelda: The Wind Waker

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The Legend of Zelda: The Wind Waker tells the story of a boy who is growing up on Outset Island. It turns out that today is your birthday. You learn about the legend of the “hero of time”, which was Link from The Ocarina of Time, and how he saved the world. It is customary for boys who reach the age of the Link to wear green clothing on their birthday. After a short amount of time, a huge bird shows up carrying a young pirate girl it apparently kidnapped. After saving the girl, the massive bird grabs your sister and flies away. So you have to set off to try to get your sister back.

At first, the story seems pretty much unrelated to The Ocarina of Time, but as the game progresses, it ties itself in to the storyline of The Ocarina of Time pretty well. The world of Wind Waker is comprised of a bunch of islands connected by lots and lots of water. You get a talking boat, called the King of Red Lions, pretty early on in the game to travel between the islands. There are a few main islands on your map when you first start the game, but exploring the waters and finding new islands to add to your map is a big part of the game. The game map is pretty much a grid of squares, and every square on the map has some sort of island there for you to visit. However, it is not necessary to visit a lot of the smaller islands.

As for the main islands, there are a lot of things to see and do. They are all inhabited by a lot of people that you can talk to, buildings to go into, and puzzles to solve. You will find yourself constantly be traveling back and forward between them during your quests. Unfortunately, this is where the game starts to have some problems. Traveling between islands, especially early on in the game is pretty boring. It can take a whole lot of work (changing the direction of the wind) and time just to get from one place to another. The fact that there isn’t much to do out on the open water pretty much means you just point your ship in the direction of the island that you want to go to and wait until you get there. This is helped somewhat when you gain the ability to teleport to various places in the world, but you will still find yourself traveling the seas for extended periods of time.

In many ways, Wind Waker is almost a direct sequel to Ocarina of Time. Many of the gameplay mechanics that were present in The Ocarina of Time remain unchanged here, which is fine considering that The Ocarina of Time played very well. The targeting system remains pretty much the same as it has been. Targeting enemies locks you on to them, which allows you to easily maneuver around them during a battle. The combat and the inventory system also remain largely unchanged. You still go into the inventory menu, and assign various items to one of three buttons that you can then press to use that item. The only real significant change to the combat system is a button you can press to dodge an enemy attack and strike them in the back if timed correctly. So if you are familiar with the previous two Zelda games, you should be able to instantly pick up and play this one.

The combat feels pretty good. Targeting and attacking enemies is smooth and feels natural. There is a pretty good variety of enemies that you will get introduced to throughout the game. Some are easier then others and many of them require very specific strategies to defeat. The game also likes to throw a lot of enemies at you at once, which can make for some pretty intense battles. As for the enemy design, they all look pretty good.

Most of the items in the game are straight out of the previous games. You will see familiar items like the boomerang, bow, bombs and the master sword. There are a few new items as well such as a grappling hook that allows you to swing on stuff or a deku leaf that you can use as parachute when falling. The Wind Waker is basically the Ocarina of the previous game. You can use it to conduct music, which all have magical effects. For example, you will be able to change the direction of the wind, or warp around to various parts of the world.

Ocarina of Time had some extremely memorable dungeons in the game such as the Water Temple. The dungeons in Wind Waker pretty much follow the Zelda formula. Unfortunately the dungeons are not as strong as those found in previous games. None of the dungeons are very difficult. The dungeons do have puzzles, but they are all pretty straight forward, so what you need to do to move on is usually obvious. However, the dungeons are still fun to go through despite not posing much of a challenge.

The same can be said for the boss battles which take place at the end of the dungeons. While in the dungeon, you usually find a new item that you must use later on in some way to defeat the boss. While many of the bosses look pretty cool, none of them are particularly challenging. This is mostly due to the fact that it is pretty easy to dodge everything they throw at you, but they can still be a lot of fun to fight.

The graphics in the game are surprisingly good. When the first screenshots of the game surfaced years ago, many fans were upset with the game’s new cell-shaded art direction. But as it turns out, the game looks great. The artistic style just looks fantastic and maintains a high quality throughout the entire game. The characters have a lot of expression in their faces and all of the animation is pretty fluid. There are also a few cool looking effects in the game, such as the puff of smoke when enemies are killed. The game also runs at a pretty smooth frame rate.

Overall, Wind Waker is a pretty good game. It sticks close to the Zelda formula, so fans of the series should know exactly what they are getting into. It follows the gameplay set back in Ocarina of Time so closely that it pretty much feels like a slightly easier and not quite as deep version of Ocarina. So if you have been dying for more of that great Ocarina of Time gameplay, Wind Waker delivers pretty nicely.

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Bioshock

As many of you probably know. System Shock 2 is my favorite game of all time. The game was absolutely revolutionary at the time and went on to inspire other games such as Deus Ex. System Shock 2 was a horror first person shooter RPG hybrid and is considered by many to be one of the scariest (if not the scariest) games ever created. Bioshock, the spiritual successor to System Shock 2 is being developed by essentially the same team. So you could imagine my excitement when I heard about it.

And I am certainly not the only one excited. There is a huge amount of hype surrounding this game. Bioshock won 17 awards at E3 this year, including Best of Show by GameSpot, GameSpy and IGN. Many are expecting this game to be pretty unique and innovative, and I have no doubt that Irrational Games will deliver.

Check out this great article on Bioshock that CGW did back in May:

A dark illimitable ocean, without bound, without dimension, where length, breadth, and height, and time and place are lost. –John Milton, Paradise Lost

It begins in fire. Gut-wrenched and water-blind, you struggle up through the wreckage of your plane. Questions hit your brain like grenades. Where are you? What caused the crash? In the near distance, a lighthouse stabs the sky. A lighthouse in the middle of the ocean? You swim toward the improbable structure, crawling from the water and clambering up its spiral staircase. At the pinnacle, a bathysphere hangs suspended from thick steel cabling.

Bewildered, but curious, you climb into the deep-diving chamber and–nowhere else to go–trigger your descent into the blank water below. You can see the tail section from your plane sinking slowly in the distance as the light above fades. A video screen warbles to life and a voice speaks: something about a secret utopia, an ocean-bottom city populated by the world’s elite. You try to follow, but it’s garbled, and as it finishes, you’re left in murmuring blackness, except for…a billboard? Emerging outrageously from the inky murk, a smiling, four-color bombshell pitches a brand of cigarettes: Oxford Club (“For Discriminating Tastes, No Compromises!”). Agog, you pass beneath the floodlit poster and emerge above a turquoise metropolis plunging into sunless depths. Welcome to the Garden of Eden at the end of the world…welcome to Rapture.

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Son of Shock
At the turn of the century, Boston-based Irrational Games (Freedom Force, SWAT 4) released a sequel to defunct developer Looking Glass Studios’ 1994 “immersive first-person 3D” game, System Shock. Interface-nuanced and memorably ambient, System Shock 2 failed to score in the mass market, but pundits gushed anyway, a few even placing it on “best of all time” lists. Why? Forget gravity guns and bullet-time reflexology; the Shock series reflected filmic notions that psychological terror trumps reckless run-and-gunnery. Its lesser commercial success remains one of history’s mysteries (overly complex interface? Or just undermarketed?), but anyone who’s played it understands: Shock 2 was grab-your-ankles scary, and pulled it off without having to go “boo.”

Enter BioShock (not the long-hoped-for System Shock 3–Electronic Arts owns the rights to the series). System Shock 2 creative director and Irrational founder Ken Levine says he’s been kicking around a “spiritual” sequel to the Shock series forever. “The specifics were pretty different originally, but the intentions were always the same,” he explains as we sit in a room surrounded by dim pictures of light-riddled underwater buildings. “And by that, I mean engaging the next step of immersive gameplay, to have more choice and expression and to really look at the next big thing with A.I.”

Challenging SOE chief creative officer Raph Koster’s recent assertion that the single-player game is doomed, Levine thinks it’s barely cleared the womb. “We were saying, ‘OK, we can make A.I. that does all the traditional A.I. stuff–flanking, audio smarts, communication.’ But we didn’t know where else to go,” says Levine, sitting forward in his chair and smiling. He’s about to talk up his favorite subject, emergent gameplay, aka “players coloring outside designer lines.”

“We started looking at A.I. that had relationships,” he says, referring to the system at the technical core of BioShock, “A.I. that had a web of motivations, which would result in behavior that would be very understandable to the player, A.I. capable of evoking complex emotional responses.” If multiplayer games are chat-a-rific at the expense of thematic complexity, thematically rich (by comparison) single-player games often fail to meet players’ demands for socially insightful spontaneity. Levine’s thoughts precisely. “We really want the player to make moral decisions that aren’t habitual,” he says, referring to rooms full of scripted bad guys with artificially poignant ethical “choices”–like the option to off friendlies or to blitz bystanders via jacked cars, and its purely one-dimensional consequences. “We want the choices players make to [have an] impact in more than just some superficial or statistical way. Usually, the advantages of doing evil are a lot clearer than the advantages of doing good, and we wanted to thread that tension through BioShock by creating a multiform A.I. ecology that exists and acts persistently, completely independent of the player.”

Which leads us back to our dim Art Deco metropolis at the bottom of the ocean, the ideologies of Ayn Rand and Adam Smith.the fabled city of Rapture.

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In Arcadia, I Am
“Watch it; that’s a security camera,” warns Levine, standing just behind my left shoulder as we gaze at one of Rapture’s damaged rooms. Shadows swing pendulous over seawater-scoured terrazzo flooring, sepia lights fizz and flicker, and a battered travel board, half-numbered and glow-lit, hangs askew below a crenellated archway. The ocean whispers in groans and rasps as it presses stoically against cobalt glass portals. My eyes shift to an elliptical device on the ceiling panning back and forth. “You can search pretty much anything,” says Levine, pointing to cash registers and office furniture. And bodies, of course. We’re looking for bullets. “OK, have a go at it now.” The view rushes forward, dipping toward a corner of the floor and a fetal human form, but too slow–the sudden hammer-clang of an alarm bell sounds, and almost immediately the air is filled with buzzing, bobbing security drones. “Crap, spotted…get us out of here,” warns Levine, and the view spins, angling toward another room down a dim, water-soaked hall.

The city of Rapture looks like a Nick Gaetano painting made into a David Lynch film. I comment that the alarm bell sounds like an old phone ringer. “Analog, analog, analog,” says Levine, referring to the game’s retro, Art Deco look and feel. “Art Deco is like the utopian architecture of the future, and it’s great for 3D architecture because it’s very polygonal–big bold shapes, basically Randian ideology in the flesh.” For readers unfamiliar, Atlas Shrugged author Ayn Rand was an expatriate Soviet writer whose hatred of Communism spawned polemical treatises like Capitalism: The Unknown Ideal. In Rand’s view, selfishness is virtuous, the rational dissembles the religious, and “man-worship,” i.e., veneration of an ideal unfettered individual, is all.

In BioShock, an ex-Soviet named Andrew Ryan comes to America in the 1940s and succeeds as a wealthy industrialist–the essential Randian hero. “But he sees what’s happening in America in terms of reactions to Stalinism and the advent of large-scale nuclear weapons,” explains Levine. “And having just been through World War II, he says, is this really viable? Or am I going to go off from the looters and bring the best and the brightest with me, to survive not just physically but spiritually?”

Thus, in 1946, Ryan and several thousand others secretly create the city of Rapture at the bottom of the ocean as a haven for the physical and intellectual elite. “But it’s not going to be like The Abyss,” notes Levine. “It’s not merely industrial. Basically these guys go down and their attitude is, ‘F you to God; we’re going to build not just a city, but the best city ever, the best artists, the best athletes,’ and so on. Not just something huddled under the freezing ocean.” In other words, Babel below.

“Rand was an ideologue; everything had to fit into her ideology–likewise Ryan. And BioShock is about the dangers of extreme ideology,” says Levine, referring to, among other things, the superimposition of human morals onto amoral ecosystems. “When nothing matters but the market–whenever you make anything everything–you have horror.” Levine describes the city of Rapture as a glorious accomplishment, a true capitalist society with the whole range of socioeconomic structures. “You’ll see different types of ads: For instance, the low-end brand of cigarettes is called Nico-Time, the bad whiskey’s called Old Tar, and so on,” he says, noting that every detail in Rapture will be deliberate and story related. “But let’s just say the ocean’s not happy about having a utopia sitting in its midst. The ocean has something to say about that.”

Over the course of a decade, Ryan crafts Rapture in his own image, a city of ideological extrapolations within which he will not compromise. “He has to be right,” adds Levine, his voice lowering. “So even as the world of Rapture falls apart, he draws closer to his ideology. And the tragedy–the horrible tragedy–is that they almost get there. They almost succeed.”

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Gene Wars
As we leave the drones and pass through an ornamental hallway, overstressed metal sobs in staccato, and water claws greedily at the outside skin of the city. The ocean is returning to Rapture. Starfish cling like five-fingered barnacles to the outsides of windows, and fish shadows dart along blood-stained wood flooring. Bodies rest in corners or tumble down stairs like rag-doll statues. The city feels empty, desolate, yet insanely alive, a tumor-snaked patient on a ventilator. What happened here?

“As Ryan’s society is flourishing, a group of scientists discover this deep-dwelling sea slug that essentially excretes raw stem cells,” explains Levine, referring to the very real and recently news-grabbing group of cells with the potential for major organ repairing or growing. “And a man named Fontaine, who is this very slick, very sharp guy, identifies this and uses his wiles to get in with these nerdy scientists that are doing it for the science, not the money.”

While Ryan has a virtual economic monopoly, Fontaine releases refined versions of this substance–dubbed “Adam”–into the system, and it quickly becomes the de facto currency, pitting Fontaine against Ryan. “Want to be healed? Smarter? Better looking? Bench-press 200 pounds?” says Levine. “It quickly gets out of control, and Ryan, man of principles, interestingly decides to use whatever governmental power he has to break up Fontaine’s trust. But by the time he moves, it’s already too late.”

Levine describes an army of people jacked up on Adam with superhuman abilities–when Ryan tries to stop Fontaine, it’s all-out war. “In all war, there’s talk about principles and noble rhetoric, but it’s essentially just economics,” says Levine. “And this war starts on New Year’s Eve and pretty much destroys Rapture by turning survival into a miniature genetic arms race.” People use Adam just to stay alive, feeding on more and more of the raw substance so that at the war’s tragic close, when Ryan finally wins, the victory comes at a terrible price: Everyone’s dead.or no longer human.

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Monsters of the Deep
“Years have gone by since the war ended when you arrive,” says Levine. “And you discover pretty early on that you’re not alone, that something terrible happened and may still be happening.” Cue BioShock’s creature caste, a three-way ecology of predators and prey that interact dynamically whether you’re in the vicinity or not. Think about all those Animal Planet shows about gazelles and lions and hyenas, then imagine behavioral A.I. that’s like tossing all three into a closed environment. “We call it an A.I. ecology because there are all these ways to interact with and even exploit the system,” adds Levine.

Middle-food-chain “monsters,” aggressors are the ragtag remnants of Ryan’s mutant army and possibly the most populous in the city. Hunting for remnants of Fontaine’s people, aggressors will attack on sight and can do crazy things like perform backflips or spring spiderlike between floor and ceiling. Based on art by original System Shock artist Rob Waters, the final models promise to be chilling. “These are people who used to be normal. But when things fell apart, they used Adam to stay alive, which of course altered their appearance,” explains Levine. “Some even wear masks, and there’s always something creepier about a mask than what lies underneath. The thing about covering it up is, they’re ashamed about it, but they did what they had to do to survive.”

Arguably the most disturbing of the bunch, gatherers exist to harvest Adam from dead bodies. “The gatherers are exploited children,” explains Levine. “Because they’re still growing, they have a genetic component necessary for recycling Adam. Since the original sources of Adam are gone, the gatherers take Adam from the dead. They do something to it and get a substance that gives [them] special powers and abilities.” Imagine a malnourished, bedraggled girl emerging from a high-up wall duct in one of Rapture’s rooms. On the other side, a dead body rests slack-jawed against a wet bar. A tremulous falsetto croons some ancient 1930s love song from invisible speakers and a spotlit poster on the far wall reads “Fontaine Dandy Dentures!” The girl–a gatherer–crouches in the opening, waiting, until a metallic whir fills the air, growing louder and clearer until something huge and cyclopean clomps into the room: a deep-sea diving suit, almost too wide for the corridor it’s standing in, with Gatling guns for arms.

The gatherer beckons to this creature–a _protector (Levine refers to them as “big boys”)–and it shambles obediently over. The gatherer hops nimbly onto the protector’s back, and the pair shuffle to the other side of the room, where she climbs down and kneels before the dead body. Drawing a syringe from her pack, the gatherer raises, then slams it, Pulp Fiction- style, into the body’s chest, drawing priceless Adam from its desiccated frame. Moments later, she raises the device to her mouth and drinks deeply. Where she goes next with her precious internal cargo–and why–is one of the game’s top secrets.

When you encounter gatherers, they’ll always be in the company of a protector (aggressors avoid both of these types religiously). Attack either, or get too close to a gatherer, and you’ll be in for the fight of your life. Levine mentions unscripted situations where–based on ecology-determined spawning heuristics and whatever physical state you’re in–you may be forced to make agonizing ethical choices. If it looks and acts like a child, would you kill it, even to stay alive? “BioShock is about asking the questions: What would you do to survive? How far will you go?” says Levine. “You have to make the same kinds of choices these people had to make. And how this reflects on you…” Levine smiles knowingly, “let’s just say we have ways of playing with that theme.”

Computer Gaming World, May 2006

Sounds pretty cool right? Whats even better is that Irrational Games just released 14 minutes of ingame footage from Bioshock. This is the first footage the public has been able to see. You can find the video here.