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| Lost Touch. |
Monday, March 17, 2008
12:51 PM EST
Ok, I know, I've been neglecting the site a little bit. You've got
to admit, though, it was a good run of updates. Lately, I've had
the itch that only Mechwarrior 2 can scratch, so I've been jogging
down memory lane while Clan Wolf destroys Clan Falcon in the Refusal
Wars.
That also means I've managed to update some of the site. Like I've
been promising to do for the past several years, I've finally put
something up for the MBPT: 3025 section. The story is pretty shallow
at this point, but I've got game manuals and a preview movie up,
which should cover just about anything you'd like to know about
how the game played.
On the subject of Mechwarrior 2, I was just checking around the
'net for a few things, and happened upon the forums of one Eric
Peterson - the guy that originally programmed Mechwarrior 2. Someone
had asked him if
he'd ever seen my MW2: The Clans page. Even though it's really
nothing, I do get a fuzzy feeling knowing one of the developers
has actually read my highly inaccurate ramblings.
In other Mech news, Microsoft
no longer owns the Mechwarrior license. If you've been keeping
track, FASA, who created Battletech licensed Mechwarrior to Activision
for the Mech 2 games, but took it back and licensed it to Micropose
for Mech 3. After that, they spun out FASA Interactive to do their
own games, which was later purchased by Microsoft. MS disbanded
FASA Interactive and canned MW5, having since been sitting on the
license for the last several years. What does this mean? If someone
is shelling out the bucks to get it back, they plan on using it,
hopefully for a new Mechwarrior game.
IGN has shown Interstate '76 some love, so of course, I've got
to spread the news. Check out my site first, then go check out their
article.
Last note: Deus Ex 3 is in
the works. Warren Spector & co. have nothing to do with the
game. Instead, it's being developed by Eidos Montreal. Let's hope
it's better than Invisible War.
Updates:
MPBT: 3025 - Section is up with
some interesting documents.
Mechwarrior Links - Updated and added.
Mechwarrior 2 FAQ - It's actually
up, though it's pretty small.
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| Club Sega. |
Saturday, January 19,
2008 12:28 PM EST
Yes, it's true. I stepped into the blog world. So, I opened up a
site that I'm calling "Club
Sega" for now. The idea is to take my current Sega-game
focus and squeeze it into a site that's based on shorter articles
and editorials - kind of like the news page. The Sega section of
this site will still be updated and will continue to be a poor-man's
encyclopedia of sorts.
In other news, things have been archived and I've finally uploaded
things that I've been typing up for the past few days. Hopefully,
a few miscellaneous links are fixed as well.
[Club Sega]
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| Yakuza Impressions. |
Saturday, January 19,
2008 12:15 PM EST
After hearing that it was a Shenmue-like game, Yakuza caught my
interest. It also seemed to be one of the few Sega games to come
out lately that didn't suck. That was really all of the info I had
about the game, but after playing it, I can see some of the Shenmue
comparisons. Really, the game is a beat-em-up, like Die Hard Arcade
or even Zombie Revenge, with exploration areas to get to the action.
Shenmue was about being able to explore everything, for better
or for worse, and getting caught up in everyday life. To really
enjoy the game, it had to be played with a "stop and smell
the roses" attitude. Rush through the main objectives and the
game could last about 10 hours. On the other hand, spending time
talking to characters about finding sailors, going through every
drawer in the house, or standing in a parking lot hitting the punch
button repeatedly is not everyone's idea of a good time. The pace
was definitely slow. (Warning: Intentionally bad sentence ahead.)
The game tried to mimic reality and the reality is that reality
is really sometimes boring. The fighting engine was great, at least
for the few fights in the game. I haven't really made up my mind
about QTEs yet, but they seem to be finding their way into more
and more games (like Resident Evil 4).
Yakuza seems to take Shenmue and redirect its concepts towards
action. You can't go and walk into every single building, but for
every building you can get inside, there's something to buy or do
(as opposed to hearing how they didn't see anything unusual on the
day with the strange weather). Fights are way more frequent and
follow the standard beat-em-up more so than Shenmue's VF-based style.
Grab objects and beat people up just like the arcade games.
The story seems pretty important to the game, even though I'm having
a hard time keeping all of the characters straight. Hopefully on
the second time through, it'll be easier to recognize people. The
voice is acting is better in Yakuza, even though the number of f-bombs
in the dialog seems overkill. That said, it's nothing spectacular.
At this point, after only a couple hours of play, I'd rate the
game 8/10.
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| Assorted Shorts. |
Saturday, January 19,
2008 12:14 PM EST
I've been attempting to catch in on some good deals with
my newly-acquired PS2 (and hopefully soon some SEGA Ages titles...).
With no particular criteria, here are some rankings.
Guitar Hero III - 9.5/10. Does it feel like playing a guitar? Well,
not really, but that's alright, that's what a real guitar is for.
It's fun - and that's all that matters.
Lego Star Wars - 8.5/10. I played this one a few years ago on the
X-Box and a had a good time, but there were a couple of frustrating
parts, such as the Pod racer level. Improved upon in the second
game.
Lego Stars II - 9/10. Yes that's right, I thought it was a pretty
damn good game. It's easy to get into, fun to play with a friend,
and you can play for 10 minutes or an hour.
Outrun2006: Coast2Coast - 8.5/10. Outrun2006 feels like a 1980s
arcade game with beefed-up graphics, and essentially that's what
it is. Drifting and sliding is good fun in itself, but all of the
additional features make this game worthy of owning at home.
Pride FC - 7/10. The game does a good job incorporating the various
moves and positions of MMA into a fighting system. The problem is
that there is no career mode, unlockables, or rewards of any sort
for playing the game.
Resident Evil 4 - 8/10. I don't have a good history with RE games.
In fact, this is the only one I've managed to finish. Ultimately,
the game feels like a good chase scene in a movie - lots of action
and excitement, but not much else. With the Pro Logic on, this surround
is pretty killer.
Virtua Fighter 4 Evolution 10/10. Balance and depth have always
been associated with the VF series and it's no different here. The
big addition is the training mode. Since VF4:Evo has been around
and many of the strategies and techniques have been figured out,
they're presented here to get you up to speed in some of the finer
points of Virtua Fighting.
Virtual On Marz - 5.5/10. It's not the worst game in the world,
but after playing the other games in the series, it doesn't compare.
The speed has been slowed and the areas opened up to more like Armored
Core. It doesn't work too well with the VO play mechanics, though.
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| Arcadia. |
Saturday, January 108,
2009 12:13 PM EST
Recently,
it seems that I've been enjoying arcade-style games more so than
console-only ones. In an arcade, the goal is to have a few minutes
of fun and move one. Because a person won't play a game again if
it doesn't have some redeeming quality, developers are forced to
work out the mechanics and sort out what makes the game, "fun."
If they don't, no one will play it, no arcade will want it, and
they won't make any money.
Maybe it's my impatience, but I just want to get into a game and
play. Cut-scenes can be interesting, but if I wanted to watch a
movie, I'd put in a DVD. Ultimately, games are played to have fun.
If it gets in the way or limits the ability to have fun, it shouldn't
be in there. I think arcade games are more focused and to-the-point
for this reason. Too much fluff and a person just moves on.
I've been wondering about the existence of QTEs in games and whether
it's a good thing or not. Ultimately, a game is just a person pushing
the right button at the right time. But is pushing "X"
as soon as the screen flashes "X" really fun? People loved
Simon, but it was more about remembering the order rather than just
hitting things. Ultimately, I think QTEs are ways of getting the
player to interact with the movie.
Console games tend to encompass the holistic gaming experience
– movies, interaction, feeling a part of the whole game, rather
than stripping it down to the bare essentials for five minutes of
fun.
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| Hope this is not... Chris's Blood. |
Saturday, January 18,
2009 12:12 PM EST
Warning: rant coming up. I really wonder how people can read
their lines for voiceover work and not question how retarded some
of it is. Harrison Ford hated the voices that were added to Blade
Runner and intentionally did them poorly, hoping that they'd never
make it to the film as is. He wasn't so lucky.
Could the same phenomenon be happening? Script, dialog, acting,
and general voice work in games tends to be pretty bad. Maybe it's
just a recent thing, but having stories and characters full of incoherent
names and items/locations just isn't working. Is it so hard to speak
like normal when a microphone is in front of you?
Maybe the world imagines games are for kids. Cartoons have more
complex plotlines than some games. But more-so, they tend to have
over-the-top voices with straightforward, two-dimensional characters
that always have the right thing to say.
Resident Evil has notoriously bad voice acting, even worse than
the B-movies it mimics. By the time the series hit number 4, it
seems they've improved. The voice work still falls into the same
traps as cartoons and good-versus-evil movies. The bad guy spouts
off the same, "See if you can withstand this!" rhetoric
while the hero gives a snappy retort. The written dialogue, the
source, is not so hot to begin with. This seems to be the least
of problems though.
The voicing itself is terrible. In VO: Marz, the dialogue pauses
after every line. I don't know if they didn't figure out how to
load from the CD (Ok, it's clear they didn't) or if the designers
intended a lot of people to play the game on mute and read everything.
The random pauses are extremely unnatural. Not only that, but many
of the pauses are just in the way that the audio itself was recorded.
Yakuza does the same thing. The sentence breaks and pauses are out
of cadence, most likely because they were trying to synch up the
English text with the Japanese character movements.
Talk to a person. Then, ask them to read a story to a small child.
Notice the difference in their voice. It slows down and over-enunciates
every syllable. They make goofy voices for each different character.
You can see their eyes widen and their facial expressions change
in an effort to communicate with the kid.
This is their videogame voice.
I can't imagine that this is by accident. Maybe it really is that
hard to be natural with a microphone in front of you. Not every
game suffers this fate, though. Interstate '76 had a good story
and good voice acting to go along with it. But it may be the exception
rather than the rule. After all, it was written by a former writer
for Cheers.
Sit-coms may also be the problem. These shows are paced so that
after every joke, there is a pause for a laugh. Dialog isn't the
most natural, as one person usually plays the "straight man"
and sets up the joke while the other gets the line and the laugh.
I guess these same arguments could be made for televisions/movies
as well.
On the last note, not every bit of dialogue in a game should be
subtitled. If the option for it is there, that's fine, but I don't
want to read every line before I hear it. Have it one way or the
other, but not both. Most of us use our ears to listen and our eyes
to read. Let's take advantage of that and instead of focusing on
the unfolding text, let's watch the action unfolding and let our
other sense take care of the words. |
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