Showing posts with label video games. Show all posts
Showing posts with label video games. Show all posts

Tuesday, June 10, 2008

Details on Portal 2 Surface, World Grinds To A Halt

Ooh boy. Grab some paper towels, Portal fans, cause this link may literally make you drool. Kotaku brings us the casting notice for a primary character in PORTAL 2, that's right, the sequel that Valve has been super tight-lipped about, that they said wouldn't be coming out until 2009. This notice includes a LOT of info about what we can expect from the sequel and one of it's main characters, who is neither GLaDOS nor Chell. It IS, however, someone that will ring a bell for crazyfans, but I won't say any more in case you think you can wait a year without getting spoiled about this sort of thing. You're only fooling YOURSELVES, people! Hit the link for the pic and character description, then come back for some classic Geekanerd analysis...

Fan theories and conjecture after the jump...


The character description indicates pretty strongly that the writers be using a similar format to the original; it sounds like Cave Johnson will guide you through the game much like GLAdOS does, as she could also be said to go from "sidekick to principal antagonist". I'd even go so far as to guess that we never see him (he is described as "dead", after all), and our only visual clue is portraits like these throughout the game. The fact that he's dead might be intended as a surprise, but whatever, I knew the ending of Portal Classic before I played it, and that did little to dampen the impact of how it all unfolded.

As the Kotaku article says, this sounds like a prequel. I think that's an excellent way to go about expanding the franchise, since both in-game dialogue and the aforementioned website give a ton of implied history to build on. It does present a possible problem in giving us new features of the Portal Gun, since presumably the model we've played with would be the best of all possible Portal Guns thus far. Maybe we'll see an experimental prototype with features that were later deemed unreasonably dangerous. And will we see a bustling new vision of Apeture labs, with labcoated people milling around? I kind of hope not, but we'll see.

And in all of this excitement, wither GLaDOS? And Chell, for that matter. Maybe we'll see in the background of Aperture Science at some point, verifying my personal theory that she's was a janitor. But since Cave is the "principal antagonist", we can assume GLaDOS will be regulated to a secondary role, if not less. I don't know if I can handle that kind of disappointment. But I can't believe the writers could resist the chance to give us a look at GLaDOS in her early stages; as the Aperture website states, she was originally created as an AI unit to run fuel-line de-icers. So depending on how far back in the Portal chronology we are, a glimpse at her first Neruo-Toxin massacre may be too much to ask.

This rant can also be found on our Portal Round-Up page, Portal Authority.

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Saturday, May 24, 2008

Metal Gear Solid 4's Cutscenes Are Feature-Length Films

If you're a fan of cutscenes, get ready to have the limits of your enjoyment tested. Because Metal Gear Solid 4, the biggest game since Grand Theft Auto IV, is going to have multiple cutscenes that run 90 MINUTES LONG. That's right, I hope you have loads of free time, because walking around that next corner in game might just trigger a FEATURE-LENGTH MOVIE. Now generally I'm a fan of cutscenes, but I'm also a fan of being able to squeeze my gaming time into short sessions--I almost never play single player games for more than an hour at a time. Not knowing when I might stumble upon the next mammoth cutscene is already stressing me out. Thank God I don't have a PS3.

There's another big problem I see here... Cutscenes just aren't that good. I know I said I was a fan, and I am, but that's because it's easy to swallow bad acting and extreme cheese in two to (gasp!) ten minute bursts. But having to sit through (they are skippable, but c'mon) an entire feature-length movie of bad dialogue, stilted acting and meaningless plot exposition? MORE THAN ONCE IN THE COURSE OF ONE GAME? I've already watched Episodes I-III, thank you very much.

Via CVG.

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Wednesday, May 14, 2008

Guitar Hero IV is Rock Band... +?

It may not come as a surprise to anyone, but in an effort to not be outdone by Rock Band, the next edition of Guitar Hero will be pumping up its features big time. Among these additions (as described in the latest issue of Game Informer and on IGN) are the inclusion of drums and vocals in the mix, a "new input mechanic" for the guitar, and a "Studio Mode" for creating new songs or jamming over old ones.

The drums features three regular pads and two raised wedge-shaped cymbal pads. All of them (as well as the pedal) are pressure sensitive, so the game knows exactly how hard you're hitting them. Activision claims the drums are built to be less noisy and more sturdy than the Rock Band drums, and I'm inclined to believe them 'cause those RB drums are rickety crickety. (UPDATE: There's a picture of the drums after the jump!) No word on what the guitar's "new input mechanic" that will "impact the way you play GH in the future" might be. If it's anything like the solo buttons or effects switch on the Rock Band guitar, color me unimpressed.

Hit the jump for info about the Studio Mode, where you'll get to make music and share it with the world!

Details are still scant in regards to the Studio Mode, but what we know is this:

  • You can jam over existing songs with any instrument.
  • You can use the instruments to create a new song by laying down rhythm, lead, melody, bass, and drum tracks. No vocals.
  • You will be able to share the songs you've created online. Only five at first, but if they're rated well you might get permission to upload more.
Call me cynical, but are people really going to be able to create music worth listening to with a five-button guitar? The inclusion of vocals would make it an awesome YouTube-y experience, but without it you'll just be listening to a string of guitar and drum samples. Much cooler would be the ability to import your own pre-recorded songs and assign Guitar Hero tablature to them, but I guess it would be tough to regulate copyrighted content.

UPDATE: Someone at Destructoid has posted a scan of the drums!
These look pretty great and all, but can anyone really justify having two fake drumsets in their house?

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Tuesday, April 15, 2008

Super Mario Bros. Theme Played With RC Car and Wine Bottles


Think you've seen the Mario theme played with every thing under the sun? Well think again! This guy has raised the bar. I love the security guy at the very end just standing there. I expected applause when he finished, but all I got was the stoic guard.

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Thursday, April 10, 2008

Strong Bad Coming to the Wii!

The funniest thing on the internet that I haven't checked out in years, Strong Bad from Homestarrunner.com is getting his own series of episodic adventure games on WiiWare, the Wii's upcoming downloadable games service. Strong Bad's Cool Game for Attractive People is a collaborative effort from Videlectrix (the Homestarrunner guys' heretofore "fake" video game company) and Telltale Games, the guys behind the successful Sam & Max episodic games. There will be a total of five episodes, released monthly starting in June (soon!). The press release says the episodes will play out like extended cartoons, during which the player assumes the role of Strong Bad and becomes "part of his awesome world." Strong Bad himself had this to say:

"Telltale has been rejecting my ideas for green text adventures for years," laments thousandaire gadabout Strong Bad, "but we finally reached a compromise with this puffy 3D point-and-click-em-up adventure. They claim all the coding was done with green text, so I guess that's pretty cool."
There's a trailer up at Telltalegames.com

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Thursday, March 27, 2008

Final Grand Theft Auto IV Trailer Arrives

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Thursday, March 20, 2008

Guitar Hero: On Tour Revealed


News has just dropped that the first portable version of the smash hit Guitar Hero franchise will land on the Nintendo DS this summer. The most exciting bit of the announcement is seeing the Guitar Hero Guitar Grip, which has you holding your DS somewhat like a jogger might hold a Walkman and strumming the touchscreen with a pick-shaped stylus. I can't decide if the new grip looks comfortable, and I'm not sure if the strumming can match the accuracy of a good Guitar Hero Guitar but I can't think of any good reason why it wouldn't. Surely though if you don't already have a screen guard you'll want to pick one up because this shit will shred that precious touch screen of yours.

As far as additional DS functionality goes, you can look forward to the battle mode where you'll be blowing on the DS to put out a burning guitar and signing autographs for rabid fans in the middle of a set. Something about autograph signing on my DS makes me VERY excited.

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Friday, March 07, 2008

Completist Game Review: Rock Band

Completist Game Reviews aren't meant to be timely. The opinions herein were generated after many months of playing a game, long after the hype and honeymoon impressions have worn off. If it's beatable, the reviewer must beat it. Would you review a movie without finishing it? No. The game will be played not in the rushed manner of most review sites but as the average player will experience it... On his own time, at his own pace.

We've dedicated a lot of space on this site to Rock Band coverage, so it's no secret that we were excited for this game. Now that it's been in our hands for a couple of months and we've played the almighty heck out of it, does it live up to our expectations? Yes and no.

YES
Rock Band takes the Guitar Hero concept and expands it so far beyond the original's design as to render it obsolete. Even if Rock Band didn't have drums and vocals, it would put Guitar Hero to shame. The difficulty curve feels smoother than Guitar Hero, and the note sequences never feel like their trying be tough for tough's sake.

More after the jump...

Also the presentation is much better, with some really slick graphics and a lot of options for customizing your own characters instead of picking from cheesy stock avatars. Watching the virtual band perform a song can actually be pretty engaging, because they all really do look like their playing their instruments (as opposed to GH's stiff animatronic-looking models) and they're being shot in the style of an awesome 70s rockumentary.

The drums bring a whole new challenge to things, and even though I know it's probably an illusion I can't help but feel like my gradual improvement is a laudable accomplishment. Something about banging pads and stomping a pedal feels more constructive than pushing buttons on a toy guitar. I'm sure that I still wouldn't know what to do with a real drumset or even be able to keep time without the help of onscreen prompts, but it feels pretty great when you finally get your hands and your feet to operate independently of one another.

The song selection is also really great, and the regular stream of new tracks available every week keeps the experience fresh.

NO
Unfortunately, the experience isn't perfect. My gripes might seem like quibbles, but they are things that still burn my biscuits after a couple months of playing the game, so they're worth mentioning.

First of all, it's cool that you can create your own characters to play with, but you have to choose an instrument for that character and then they can never play anything else. So if you're like me and like to play a little bit of everything you'll have a "Guitarist Albo," "Drummer Albo," and "Singer Albo." Three different characters! It's a pain in the ass to make three characters when you should really only have to make one that has the animations for each instrument built in. I can't imagine that would actually be difficult to program. What's the deal?

Secondly, the Band World Tour mode (the "main mode" of the game) has a flawed design. It's cool in concept--hop from city to city playing gigs to earn money and gain fans. But as you progress through the game (especially early on when your gig choices are limited) you'll find yourself playing the same songs over and over again. I think our first time playing we did Weezer's "Say It Ain't So" six times. I like the song and all, but that kind of repetition gets old quick. The Tour "ends" (you can keep playing gigs if you like) with a six hour marathon run of all the standard songs on the disc, but there's no grand finale ending, just a polite text message of congratulations.

One way in which Rock Band is inferior to Guitar Hero is the peripheral design. The guitar, while good looking, feels incredibly cheap. The neck feels like it could break off in a strong wind, and the "added functionality" of the effects switcher and the small buttons high up on the neck are just gimmicks (though I can see how the small buttons might be useful for a small child). The drums are fun to play but also feel really cheap. They are rickety, foam is sticking out from under the pads, and the hard plastic the pads are made out of isn't pleasant to hit with a stick and creates an awful racket. I purchased some foam drum pads from a guy on the internet, which helps the sound and feel of the drums a lot, but it sucks that they didn't come out of the box feeling better.

MAYBE SO
The game is at its best as a party game, with people rotating through instruments and all having a good time. It really is a blast to hang out with friends and bellow through these great tunes. The only thing that gets in the way of the fun is the fact that there really aren't that many easy songs, so playing with first timers tends to leave them left out. This wasn't as much of a problem with Guitar Hero because in competitive play it wouldn't matter how bad someone was doing, the game would still let them play to the end of the song, which would provide them with more practice. In Rock Band, if you fail you can be saved by your bandmates, but after three times it will end the song prematurely. This leaves your fellow band members disgruntled and you singled out as a bad player without that extra practice you need so much. In my experience with party crowds the newbies get frustrated and withdraw from the group fairly quickly, which defeats the whole point of playing in the first place. It would have been great if there was a "Party Mode" setting that would remove the "three strikes and you're out" rule so everyone could keep playing and be happy.

CONCLUSION
So it's not a perfect game, but the fun factor is still extremely high and considering there's not another game like it around, it gets our top score of FOUR STARS.




Note: The reviewer was playing the XBox 360 version of the game.

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Saturday, March 01, 2008

Lego Batman Gets a Trailer!


Penguin waddles! Joker moons! Batman bats!

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Monday, February 25, 2008

The Most Devastating FPS Weapon of All Time

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Weekanerd NYC: Brian Cox, Comic Talk, and Late Night Gaming

Monday, February 25

Advanced tickets are sold out, but there's going to be some available at the door at 5:30pm. Now if you couldn't tell from the heading this talk is supposed to be about theater or somesuch nonsense, but don't let them get away with that. Rise up and demand Cox and McShane improvise a William Stryker / Al Swearengen showdown.

Comic talk and drunken video gaming after the jump...

Tuesday, February 26
Just about the only big weekly event in NYC that's unabashedly, unironically geekanerdy. Oh, and it's funny. This week's edition features Cable/Deadpool creators Fabian Nicieza, Reilly Brown, and Nicole Boose.

Wednesday, February 27
You're gonna buy new comics today anyway (aren't you?), so you might as well get a 20% discount on them! Yeah yeah, I couldn't find anything better going on today.

Thursday, February 28
These guys have Rock Band, two Wiis, a PS2, N64, NES, Atari and a buncha big screens. Sounds like a load of casual gaming fun, and word is free tequila may be flowing...

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Friday, February 22, 2008

Head Tracking Actually Coming to Wii!


Remember when we brought you the video of tech genius Johnny Lee turning a Wiimote into a head tracking system to awesome effect? If not, hit the jump for that video and then get excited, because unlike the trillion other homebrew gaming innovations that never make it into an actual product, Joystiq says head tracking IS COMING. The only bad news is that it's coming in the form of Steven Spielberg's action puzzler Boom Blox, where I can't imagine it will be useful for anything more than a cool parlor trick. But hey, a published game is a published game, Spielberg is Spielberg, and soon some smart company will realize the tech is viable and it would make any first person shooter a must buy. Oh yes. We're almost there.

Hit the jump for that video and thoughts on the announcement from head tracking pioneer Johnny Lee...

On his blog, Johnny Lee had this to say about the announcement:

Reward the developers who decided this was worth including and send a signal to EA and the greater game development community that this is a desired step forward in the evolution of game play technology.

I'm proud. If this pans out, it'll be only 5 months between the initial research prototype to integration into a major product release. Sweet!

Just in case you are wondering: No, I don't get any royalties or benefits for the use of this technique in games. Personally, I'm much happier impacting the state of technology on such a large scale in such a short period of time rather than struggling to transform it into personal financial gain. In terms of my original intent behind creating the head-tracking demo, it has already been a wild success beyond my highest expectations.

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Mario Kart Wii Gets a Trailer!


Mario Kart and I... Let's just say we have a very uncomplicated relationship. I love her forever, and in return she lets me be the best. And since Super Smash Bros has chosen not to engage me in a similar relationship, that makes Mario Kart my most anticipated Wii game. Just don't expect to find four Wii wheels in my apartment. They'll probably be $20 each... $20 of useless plastic.

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Wednesday, February 20, 2008

Hack Lawyer Challenges Fake Samuel L. Jackson to Duel

We haven't done much talkin' in these parts about Jack Thompson, the outspoken and certifiably insane lawyer who shows up from time to time on TV and the web to explain how video games rape and murder newborn babies and eat the remains. Kotaku has done a swell job of covering his exploits, so we won't go over his sordid history too much here. Anyway, he popped up again to blame the recent NIU shooting on video games, and NewsGroper's fake Samuel L Jackson responded:

And I was also fucking amazed when I read about Christian conservative attorney Jack Thompson blaming all this shooting shit on video games again, like there ain’t no other possible got-damn reason on God’s green earth for a motherfucker to go batshit and blow away another person.
And then Jack comes along, as he's famous for doing, and responds to the post in the comments... Without realizing it's not really Sam Jackson's blog.

Jack says:
Mr. Jackson, I enjoyed your post about NIU and about me. Unfortunately, you could fit what you know about school shootings and their causes in a sleeve of Titleist golf balls. I’m a six handicap, and would love to play you a match anywhere anytime.

Here’s a proposal: Why don’t you debate me on this issue of whether violent video games cause real world violence. I’ll do it anywhere, anytime. You name it.

I dare you.

Jack Thompson, 305-666-4366, amendmentone@comcast.net

PS: Saw you in Black Snake Moan this weekend. I thought you deserved an Oscar for your performance. Brilliant.

NewsGroper jumps on the opportunity and begins setting up the terms of a debate, and even after realizing it's a fake blog Jack agrees to debate the fake Samuel L Jackson. Why? Because, as I said before, he's certifiably insane. Not too long afterward, though, Jack reneges:

You know, some people have died because of jerkballs like jackson and his spike tv vga award mentality, so I’ll take a pass. grow up.
Fake Sam Jackson does not appreciate that one bit:
First of all, what the fuck? Why dare me to debate, spend all day organizing that debate, then insult me and pull out like the Purple fucking Pie-Man coming on Strawberry Shortcake? And then you call me a jerkball? What the fuck is a got-damn jerkball? Is that like a tribble with Parkinsons?
And in the comments of the original post, all Thompson has to say is:
You gamer idiots.

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Friday, February 15, 2008

Guitar Hero: Aerosmith Announced

There have been rumors and rumblings, but this morning Activision officially announced Guitar Hero: Aerosmith. Says frontman Steven "Big Mouth Bass" Tyler:

"Any band that can go from 'Don't Want to Miss A Thing' (Aerosmith's #1 smash hit) to the ass-kicking 'Sweet Emotion' to the cheekiness of 'Love in an Elevator,' to the classic ballad 'Dream On' shows why Activision chose us to headline this game based on the diversity of the Aerosmith catalog. Not only is songwriting a bitch, but then it goes and has puppies."
The setup seems to be a quest through the band's life, from infancy to superstardom to has-been. You'll be playing songs from Aerosmith and "celebrated artists that the band has either performed with or has been inspired by in some way." Is it just me, or does it all seem a little too... restricting? Swapping from Guitar Hero 2 to Rock the 80s to play a few songs was obnoxious enough, swapping from Guitar Hero 3 to play a bunch of Aerosmith songs? I just don't see it happening. Why isn't this a downloadable expansion that adds the songs to your GH3 playlist and an "Aerosmith Story Mode" to the main menu? Now THAT would be awesome.

Guitar Hero: Aerosmith will be coming to PS3, XBox 360, Wii, and PS2 this June.
You can get a taste of the action by downloading "Dream On" for Guitar Hero 3 for free on XBox Live and the Playstation Store this weekend.

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Wednesday, February 06, 2008

Replay: What Games Have You Played Through More Than Once?

What makes a game replayable? What could possibly entice you to go back in and give a finished game another complete run from beginning to end? Well I'll tell you exactly why I've replayed a handful of games in my life, if you show me yours in the comments. Here's my list, as complete as I can remember it and excluding games that don't have something resembling a story arc (i.e. puzzle games, sports games, etc):

SHADOWGATE (1989, NES)
Playthroughs: 10+
Replay Appeal: Memorization, Mystery

This adventure game puts you in a castle filled with all sorts of things that will kill you instantly if you make a wrong move. Meaning there is a right way and a dead way to do things, and once you know the right way it makes you feel very cool to blaze through the game in 15 minutes or so. This desire to play through a game that requires specific, memorizable steps again "just because you can" is a desire I get with a lot of adventure games. There were also some elements of the game world that were never explained and that mystery kept the game on my mind.

Check out the rest of Albo's replay list after the jump...


THE LEGEND OF ZELDA: A LINK TO THE PAST (1992, SNES)
Playthroughs: 3
Replay Appeal: Emotional Impact

This is still my favorite Zelda game, and I've played it through many times because of the strong emotional pull the story has. The opening is one of the best in gaming--on a dark and stormy night, Link awakes to find his uncle leaving the house, ready for battle. Link sneaks out after him, finds him mortally wounded, and takes up his sword. The bleak despair of the Dark World and small character touches like the Flute Boy in the Haunted Grove had such a strong emotional impact on me in my first play through that I feel compelled to relive those emotions in much the same way I'd watch a favorite movie a few times.

ANOTHER WORLD (1992, SNES / 2006, PC)
Playthroughs: 10+
Replay Appeal: Memorization, Cinematic Quality

This is a game of trial and error where most of the enemies and environmental obstacles run on strict scripts. Like Shadowgate, you press the button you're supposed to press or you die. So while the game could take you a very long time on your first playthrough, once you memorize the thing you'll be polishing it off in under ten minutes, which feels great. What this game brings to the table that Shadowgate doesn't is that it is truly a work of art. This game is a beautiful, evocative feat of design, and to play through it seamlessly is like watching a great animated short film. You can download a fantastic hi-res Windows version of this game from designer Eric Chahi's website.

SHADOWRUN (1993, SNES)
Playthroughs: 2
Replay Appeal: Emotional Impact, Mystery

The dystopian future presented in this game has the same effect on me as Link to the Past's Dark World--I can't help but want to beat the game again just to satisfy a personal desire to overcome the despair of it all. There are also so many dark corners and mysterious characters and dangling plot strands that I can't help but think there's something I might discover on another playthrough.

DOOM 2 (1994, PC)
Playthroughs: 10+
Replay Appeal: Skill Building

The more you play a game like Doom, the better you get at it (duh!). After a few playthroughs you'll know where every monster is and be able to dodge a barrage of imp fireballs coming from all directions. And much like the aforementioned Memorization appeal, it feels awesome to be really good at something.

FULL THROTTLE (1995, PC)
Playthroughs: 4-5
Replay Appeal: Memorization, Cinematic Quality

This kind of game was a rarity back in 1995: great writing, great animation, great voice acting... Knowing all the necessary steps and executing them flawlessly results in what essentially is a supremely satisfying little film that also happens to keep your fingers busy. The only kink in this being the motorcycle fight and destruction derby action sequences, but we can excuse these little adventure games their delusions of action grandeur.

THE BEAST WITHIN: A GABRIEL KNIGHT MYSTERY (1995, PC)
Playthroughs: 2
Replay Appeal: Memorization, Cinematic Quality

This game falls under the same umbrella as the other adventure games I've mentioned that play out like little movies upon a memorized playthrough. Except this one practically is a movie, with full motion video (before it was a dirty word) and a truly epic scope. I've started it again recently, and while I can't claim it holds up technically, it's still a joy to remember all the right moves and relive the story of a reluctant New Orleans writer thrust into a world of Werewolves and Wagner in Germany.

GOLDENEYE 007 (1997, N64)
Playthroughs: 3-4
Replay Appeal: Skill Building, New Experience

Something this game introduced that I don't immediately recall from any previous game was that harder skill levels introduced additional mission objectives. Playing through the game again on a harder skill level no longer just meant tougher enemies, it now meant a significantly different level progression. That is irresistible to someone who finishes the game and is craving more action.

DEUS EX (2000, PC)
Playthroughs: 2
Replay Appeal: Emotional Impact, New Experience

Deus Ex is usually the first game that pops into my mind when I'm thinking about my favorites of all time. The main reason being the intense emotional manipulation that the story puts the player through. You begin the game as an agent of the United Nations Anti-Terrorist Coalition, and carry out a few missions under their banner before realizing they may be the real bad guys in this global conflict. Which means you've been killing the good guys. And it's not like the game telegraphs this twist with shady bosses and questionable mission objectives--it makes sure you are a willing and eager soldier that doesn't think twice about what he's doing, until the rug is pulled out from under you and you're left feeling dirty, guilty, angry, and gullible. Whew, just thinking about it gives me goose bumps. This leads into another reason why I had to play it again... I didn't have to kill all those good guys. In fact, to beat the game you don't have to kill more than a few people, as there are many ways to approach every situation in the game and killing is almost always avoidable. Crazy for a FPS, right? But there a lot of choices to make during the game, and these choices can lead to entire subplots you missed the first time around. The impact your decisions have on the game world make it a prime choice for replaying just to try and see things you missed the first time around.

RESIDENT EVIL 4 (2005, GCN / 2007, Wii)
Playthroughs: 3
Why I Played It Again: New Experience

Surely I'm not the only one who began my second playthrough immediately after beating the game? The gimmick of letting you keep all of your gear and money from the first playthrough matched with the allure of new, extremely powerful weapons was all it took for me to start over. It's like I wanted revenge on all the parts of the game that frustrated me the first time through, as in "Let's see how this horde of zombies that killed me ten times last game likes a freaking unlimited rocket launcher up its ass!" Very cathartic. The whole time I was playing the game on the Cube I couldn't help thinking how cool it would be on Nintendo's recently announced "Revolution," so my third playthrough came when I couldn't resist picking it up for Wii. This playthrough held some of the same cathartic value as the unlimited rocket launcher, because the added accuracy of the Wiimote really made mincemeat outta those zombies.

GUNSTAR HEROES (2006, Wii VC)
Playthroughs: 2
Why I Played It Again: Fresh Meat, Skill Building

This is a really fun game for two players, so when I've got a friend just sitting around my place looking for some buttons to press... Loading up my VC save state for this game and introducing a new friend to it always provides some kicks. The game provides a hefty dose of challenge, but with unlimited continues you just keep hammering on it and eventually you eke through. It's an extremely rewarding game to overcome.

PORTAL (2007, PC)
Playthroughs: 3
Why I Played It Again: Emotional Impact, Mystery, Fresh Meat

I don't want to talk too much about why Portal is one of the best video games ever made, as that's a horse that's gotten a significant amount of beating around these parts. But suffice it to say, it's an extremely well-constructed emotional journey that has some of the best writing ever bestowed upon us lowly gamers. The little nooks and crannies with clues as to the true nature of the experience produce that all-important mystery that draws me back to explore further. And while I've only played the game through myself three times, I've sat down and watched other people play it another three or four times. Friends, family, anyone who will give the game a shot gets my rapt attention. Observing how someone else's mind handles the spatial puzzles is really interesting, especially when that person's a non-gamer.

And now, tell me what games you've given the double dip!

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Monday, January 28, 2008

"Nothing Says Writer's Strike More Than Guitar Hero On A Show"

Now that most live talk shows are back on the air, every show host from NY to LA must be roaming the vacant room that used to house their staff writers, looking for ghosts of inspiration. But all they find is a big empty table and a video game console gathering dust. And they've got come up with a segment about something, and they did the table yesterday.

We've seen Conan O'Brien's overbearing Rock Band showmanship, now here's Ellen simply playing two minutes of Guitar Hero to the delight(?) of her studio audience, as seen on her show last week (via, appropriately, Lesbian Gamer). Analysis after the jump.


Obviously this doesn't compare to the made for YouTube brilliance of Conan's sketch, and I think we all know how much fun it is to watch someone play Guitar Hero on easy, but I'm inclined to give Ellen a break. Her performance style is endearingly familiar, featuring what I like to call the "rocker's lean". This is where you slowly lean back, letting the music flow through you, and you use your leg as a counter weight. Anyone? Maybe it's just me and Ellen.

Also notable is that in her intro Ellen says, of game's addictive qualities, "You lie in bed awake and see the notes and lines." Aha, the Tetris Effect! This is the phenomenon of video game imagery occurring in gamer's dreams and coloring their real life cognition. I think we've all been there. For me, the worst was back at the height of my Myst fixation back in '94, when I went to bed and my thoughts played out in still, sequential images. That was not good. Or when I played Galaxies for a summer and started looking around in real life for columns of lights indicating where my next destination was. That was also a little scary. Though it's kind of interesting to flirt with the experience of being insane.

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Thursday, January 17, 2008

Macs and Games No Longer Mutually Exclusive?