Monday, January 30, 2006
Geometry Wars: Retro Evolved -- All in One.
Thursday, January 26, 2006
Xbox Live Marketplace -- Full Auto demo.
Again the future is now with the Xbox 360 and its awesome full press Xbox Live philosophy. For years and years developers have been talking about delivering content straight to the consumer. They've been inching towards that Jetson's like future image. Microsoft has actually made the first real steps in getting there. The Xbox Live Marketplace is where you can go to download a variety of different content from the likes of movie and game trailers, music, classic and new games, and game demos. Full Auto is the second Xbox 360 title being published by SEGA. I was interested in it, but entirely on the fence about it. I wasn't exactly sure what it was trying to be. Yesterday SEGA made the demo available on the Xbox Live Marketplace. Three weeks before the game is set to ship, I'm able to download it for free and try out a single course with one of two cars. Before going to bed I turn on the X360 and prepare to let it download (646 MB) overnight. The demo is seemingly rather large. To my surprise, the entire download took just thirty minutes. What's impressive to me is actually bridging the gap between future promises and practical reality. Oh yeah, and the demo served its purpose. It proved fun and makes me want to see more. Game sold. I'm impressed boys and girls.
Wednesday, January 25, 2006
Killer 7 - Final Opinion.
I have completed Killer 7 and I have a headache from attempting to make heads or tails of the story. It's very hard to describe correctly. I feel I get it, but not so much follow it. I get what they were after and the gist of the plot. It's also hard to describe in any detail without spoiling the events of the game. The story has numerous levels. On the surface it's a conspiracy story in which the events will likely leave you scratching your head asking what the fuck is going on. Beyond that is a tale of symbolic political history. There is also story on the level of gods. And finally there is the story within the mind. And it's all technically one story. There is a lot buried in there for you to pull out. The game doesn't help you. It's essentially like Oliver Stone's JFK in that it throws everything including the kitchen sink at the wall and leaves it up to you to decide what sticks. It doesn't help that the events in the game are very symbolistic. This only helps to further blur and confuse issues. And the actual events are downright insane. Which again only helps to further confuse issues. Through it all though the game retains a fascinating overall vibe in spite of the confusion employed as device by the storytelling. It's this overall vibe that's the core of Killer 7's experience for me. It's what I enjoyed about it. The game approaches avant-garde levels of artistic expression in video games as far as storytelling goes. Killer 7 is probably too much to take for the standard Joe Gamer. Killer 7 is a tough case to argue because of it being on that artistic level. What makes a painting click or not click with someone is too much the intangible. With most games I can point to specifics as to why I'd differ in opinion. Killer 7's on a pure in the eye of the beholder level I believe. Not to say pure art has been achieved or anything, as I don't think it's close to that. It's just a valid experience for me. Take what you can from it. Your mileage may vary. I'm giving it an 8.0.
Wednesday, January 18, 2006
Killer 7 - Straight to the Point.
Monday, January 16, 2006
Killer 7 - Initial Impression.
I'm heading over to the Gamecube for the next game, Killer 7. The game is being sold as a traditional adventure being reworked for modern times. The genre has been called digital comic in Japan. They're the style of game where you'd choose a command to move down a hallway or turn east. You'd select a command to look at, or take, or use an item. Combat would normally come in the form of having to use a particular item at a certain time to get by whatever obstacle was in your way. You'd use the fire wand on the ice dragon for example. This is the type of game Capcom has set out to reinvent with modern visuals and gameplay. From my initial playing of the game I can see that they've created a gorgeous looking game. The art style is fantastic. It uses a sparse and very arty cel-shaded art style that helps to create a whacked out acid noir sort of vibe. It's the only way I can describe it. The control is surprisingly intuitive in the initial playing. This is saying a lot for a game that has removed your freedom of exploration in favor of an entirely on rails movement system. I will need to see more of the puzzles to know if they're of the typical Capcom variety. The game sort of goes out of its way right from the start to let you know the game is aimed at adult audiences. The early going features various curses and a character expresses the concept of being sexually aroused by the act of murder. The game also goes out of its way to let you know that it's going to be one strange ride. We're talking David Lynch and beyond levels here. It's too early to tell if there is actual substance here or if they're being weird just for the sake of being weird. My initial playing has left me greatly intrigued. We'll see how it goes...

