Monday, November 28, 2005
World of Warcraft -- A Fishing We Will Go.
Saturday, November 26, 2005
World of Warcraft -- Initial Impression.
Castlevania: Curse of Darkness -- Or Just Cursed?
I don't understand what's wrong here. I mean, Castlevania doesn't require anything special. There is nothing different about it. It doesn't demand something impossible to do in 3D and retain what makes it Castlevania. Yet somehow they can't get it right. The controls are simple enough. Left analog stick to move the character around. The right analog stick controls the camera. The square button is attack. The X button jumps. The triangle button is for abilities. Read that as magic. The circle button is context sensitive. It's the final stronger blow in combat, it steals in combat, it examines, and it opens doors to new rooms. The R1 button guards. R1 + square to launch a ground based enemy into the air. The R2 button locks-on and disengages the lock-on. The L1 button centers the camera. The L2 button cycles between locked-on targets. The select button brings up the map. The start button brings up the submenu. The D-pad up or down cycles through your innocent devil commands. You can have them follow your command, have them fight as they wish, or have them guard. Left or right on the D-pad cycles through the innocent devil's abilities. Read that as your magic. The controls are all very simple and quite traditionally mapped out. So what's the problem? Hector moves ploddingly and in a boxy manner. He's not as fast or agile as he should be. You need to lock-on to a lot of the targets to hit them and even then you're swinging around and missing a lot of the time. Locking-on to swift moving enemies will often cause the camera to spaz out as it follows their movement. You're doing this within the most generic looking art design I've ever seen. Beyond the character design that is. The world is just incredibly boring. The game has you wandering through very long corridors that feel extended just to increase the game's overall size. The character art is the opposite. It's just all so fruity to the point of being ludicrous. There are a couple of decent aspects to the game. The innocent devil and item creation systems are great. In item creation you collect materials dropped from the enemies. You can also steal material from the enemies. You then combine this or that in various amounts to create all your weapons and armor. It's more fun to fiddle with what can be made than it is to play the actual game. The innocent devil system is an interesting take on the magic. The story, which happens to be the direct sequel to Castlevania III: Dracula's Curse has you playing as a devil forge-master. You can create innocent devils. These devils act as familiars that you can level up. As they level up they learn abilities that allow you to enter new areas of the castle. They also learn magic. You have control over when they use it. It's a simple system that actually works well. You can guide how they evolve. Creatures will drop evolution crystals when defeated. They will be color based depending on the weapon you use. Using a sword drops red crystals, using an ax drops blue and so forth. You can look at their charts and see what it will take to get them to go whichever route. They evolve to different looks and have different magic. Their core abilities will remain the same as you'll need those to get through certain areas of the castle. The load time in switching between the innocent devils is pretty long. You have to switch from the battle types to the healer well in advance because the game doesn't stop while it's loading the new devil in. You have to switch the devils from the submenu, which also sucks. They should have done it from the main game. The load time in general is pretty bad. Between each room it loads. You're loading for six to eight seconds every other minute or so for the whole game. I will try to finish this game, but I seriously question whether I'll be able to make it or not...
Tuesday, November 22, 2005
Xbox 360 -- Impressions.
Oh, What a Night -- In Pursuit of an Xbox 360.
Monday, November 21, 2005
Mario Kart DS -- Final Opinion.
I have completed Mario Kart DS. That entails completing all the missions, earning a gold rank in the Nitro and Retro Cups in the three speeds of 50, 100, and 150cc. It also means earning gold ranks in the mirrored 150cc tracks. The gameplay is pure Mario Kart. Hopping into a turn to initiate a power-drift and drifting into the turn enough times to charge up the power boost that will rocket you out of the turn all the while hitting items boxes in hope of that perfect offensive or defensive item for whatever your situation might be. The graphics are great all around. The characters and courses are very well done. The tracks from previous titles have been improved or recreated as best as possible for the system. The new tracks all look great and are for the most part well designed. The sounds are pretty good. The karts roar and zoom appropriately. The character voices are decent. The offline game is marred by cheap AI in the 150cc levels. The game plays catch up with the computer controlled character. Taking one out with a red Koopa shell isn't as helpful as it should be as they are recovering and right back into the race almost instantly. Skill takes a back seat to luck. It shouldn't ever be that way in my opinion. The online mode fares much better. There the gameplay is near perfect and great fun. The game is saved by the online aspect. I'm going to give Mario Kart DS an 8.0.
Sunday, November 20, 2005
Mario Kart DS -- Mission Mode & Online Play.
Mario Kart DS offers up two features the other games in the series haven't. One is the new mission mode. There are fifty-four of them. They're set challenges for you to meet. They range from challenges like "Reach the finish before Mario!" and "Collect 40 coins!" and "Perform 10 power-slide turbo boosts in 1 lap!" and "Get the Star and use it to hit 5 Cheep Cheeps!" to full on boss battles like "Hit the Eyerok's eyeball 3 times with shells!" and "Use Mushroom boosts to hit Chief Chilly and knock him off the stage 3 times!". You're rated in how you do from C, B, A, one, two, and three star rankings. They're a great bonus to the offline game. The online game is the other new feature to the series. The online interface is pretty much crap. You sign on to Nintendo's NWC and you select the mode you want. In you then sit there while the game searches for your friends or rivals or regional players or whatever. When trying to put together a four player game with friends, it should be a snap, shouldn't it? But it wasn't. We were all on at the same time. We were all searching for friends. It took us numerous times to get all four of us into the same game. The game will sit there and search for a few minutes. If you don't have four it searches for the full search time and then starts the game. Even though we had each other's Friend Codes we couldn't seem to find each other every time. Hopefully this is just a network kink that will be worked out. Once we were able to get into a four player friend's game, the gameplay was exceptionally fun. There was no noticeable lag. The annoying chance factor that shows up in the single player game isn't present in the online game just for the fact that you know it's the luck of the draw and that it's another living person causing the action. It's not the game attempting to keep things close as it does in the offline game. The online game appears to only be the racing aspect. The battle mode doesn't seem to be present. That's a shame, as that's the real draw in multiplayer Mario Kart. I think Nintendo's first official step into the online world is rather good where it counts. The gameplay is key, and that's covered. I don't understand why there isn't battle mode online from a technical point of view. I mean, if they can track four players in a race and all the items and all of that, what's the technical limitation in doing it for battle mode? What am I missing here?
Saturday, November 19, 2005
Castlevania: Curse of Darkness -- Initial Opinion.
Thursday, November 17, 2005
Sly 2: Band of Thieves -- Final Opinion.
Wednesday, November 16, 2005
Mario Kart DS -- A Whole New World.
Tuesday, November 15, 2005
Mario Kart DS -- Initial Impression.
Monday, November 14, 2005
SOCOM: FIRETEAM BRAVO -- Final Opinion.
Sly 2 -- Expanded Property.
Sly 2: Band of Thieves quite literally expands on the first game. The first game's level structure called for a natural progression through the level. You'd follow the path from A to B to C. Sly 2 ditches that form of level progression in favor of a large sprawling hub world from which to seek out jobs. Each chapter gets its own hub world. Each hub world will have a safe house location that you use as your base of operations. You can go there to switch out the characters you're playing as. The jobs in each world are story based. They do an excellent job of advancing the plot. In the Jailbreak chapter for example, you need to bust Sly and Murray out of jail as Bentley because they've been captured. He'll need to survey the area first. He'll need to do something about the alarms he's noticed surveying the area. He'll need to figure out how to break Sly out. Once Sly is out you'll need to work on getting Murray out. It's continues along needing to do this or that so you can achieve the main goal. Instead of just going from hotspot to hotspot on the map as you were in the original game, you need to find waypoints that mark the start of a job. They add in a nonlinear feel to it by letting you decide on which mission to do first for the most part. Sometimes only one will be available to select. In the first game there were bottles that contained clues that you needed to collect in order to break into the vaults within each level. Only the hub world has them this time around. There are thirty in each location along with the one vault per location. The vaults still contain new moves for the most part. They're not required to complete the game. It's an entirely optional aspect to the game. The bottles and vaults are counted in the 100% level completion rating though. It's this new format that is adding considerable size to the game. I am 50% through the game at over ten hours. The game is looking to be about twice the size of the original and it's offering up all of the same great gameplay. That's sort of the textbook definition of sequel. More of the same, just bigger and better.

