The first thing that instantly comes to mind when initially playing Saints Row is in how close it is to the Grand Theft Auto 3 formula. It's going to be impossible not to compare them. Both titles are sandbox style games dealing with crime and gangs within a modern urban area. Both titles are jam-packed with extra things to do beyond the story missions and free roaming gameplay. Both titles are sending up modern culture with their satirical voice. Rockstar's Grand Theft Auto 3 obviously came first. Volition's Saints Row is making the case that GTA3 didn't do everything as well as it could have as far as mechanics and gameplay are concerned. It's way too early for me to have a solid feel either way as to whether Volition is on the right track or not in the changes they've made to the GTA3 mechanics. Volition's other big selling point was the first to take the GTA3 formula online. That's all very well and good except for the fact that it doesn't work for me, and a few others. A certain amount of users are unable to have anyone connect to their games or join any other games. They can't create gangs or invite anyone to them. Volition at least seems aware of it at this point. No word on if there are enough users being screwed by this hang-up to warrant a patch via Xbox Live. Hopefully they'll get this fixed as the engine seems decent enough to offer at least some mindless fun online. And there are more than a few achievements available only for those who can get online. I don't want to be screwed out of those as well as not actually being able to play online. As it stands now, the game gives the impression of a Grand Theft Auto 3 clone. Is that a good thing or a bad thing? Did they change enough to make this one worth playing? Are they offering up anything new? We'll have to wait and play through the game to see what the answers are...
Thursday, August 31, 2006
Monday, August 28, 2006
Dead Rising -- Final Opinion.
I believe I have earned all the achievements I'm going to be able to get in Dead Rising. I have earned forty-eight of fifty achievements. Falling short on 5-day Survivor and 7-day Survivor. The later of which takes ten hours plus of real time without the ability to save. As for Dead Rising itself, my opinion of the game has come a long way. At first I didn't like the game at all. The game's structure felt like it was fighting against me. It's natural for me to want to complete everything when playing a game. To save everyone or what have you in any particular game. You can't do that in Dead Rising and at first that's incredibly frustrating. Once you've adapted to how the game is designed, things get much better. The leveling and save system help to make the adapting easy enough. Letting go of the need to initially save everyone until you've been through the game a few times and have leveled up and are prepared enough to save everyone is a must. The game's structure combined with the achievements offer up an incredible amount of replay value. The game's graphics are decidedly next generation. The graphic ability of the system and the use of motion capture combined for some very impressive real time cutscenes that allowed for some great subtleties in the characters. Not that the story is the greatest thing ever of course. It was better than it probably had any right to be giving the genre and the fact that it is Capcom after all. The reasoning behind the zombies was both clever and funny in continuing Romero's take on consumerism seen in Dawn of the Dead. More than a bit of the old Capcom cheese pops into the story here and there. It's hard to take any potential political commentary seriously when the people offering said commentary have also included things along the line of erotica photo bonuses in the game. The music is a mixed bag. The mall music would fit into any mall you've ever been in and is actually quite subtle. The various tracks used for the psychopath battles and the convicts range from innocuous to downright annoying. The voice acting is good and gets the job done rather well. There are some issues in how certain zombies are able to grab you from a little bit too far away, or from facing the wrong direction and turning with amazing speed. The game's AI could have been a bit better. It makes escorting some of the survivors a real hassle.All in all the game is great. It offers up a serious amount of gameplay with a lot of replay value. Good graphics, sound, and story. A decent level of challenge in the main game and higher than average challenge if you want some of those achievements. I'm giving Dead Rising for the X360 a 9. Bring on the sequel and add in some online co-op.
Wednesday, August 23, 2006
Dead Rising -- Chewing Through the Soft Pink Underbelly for Achievements.
Texas Hold 'em -- All In.
The much promised Texas Hold 'em finally makes it's long awaited debut on Xbox Live Arcade. For forty-eight hours players can download the title for free. After that it becomes eight-hundred Microsoft Points, or ten dollars. The story behind that is when Microsoft originally announced the title they announced that it would be free. How they were originally going to cover the cost of the game was to use in-game advertising from some Las Vegas casinos. So you'd be sitting there playing the game and somewhere on screen there would be something to the effect of "Come stay at Caesar's Palace for $89 a night breakfast included" or some such thing. Apparently Microsoft went through some legal hell with whichever casino it was supposed to be and a deal couldn't be reached. So they abandoned the idea of giving the game away for free. But they remembered that they announced the game as free. So they came up with this little free for forty-eight hours plan. It's the best of both worlds. They get to say that they kept their promise and released the game for free and they get to eventually cover the cost and profit from selling the game at ten dollars a pop. Future players will likely never even know of it once being free. Keldroc, Magus, Riddel and I all downloaded and played the game last night. Much like Uno, Texas Hold 'em is an ideal game for Xbox Live Arcade. It offers up the same sort of highly functional graphic style. The simple and clean interface keeps things fast and easy to use. It's right to the point without and unnecessary crap tacked on. It keeps things flowing. And Poker is Poker, with Texas Hold 'em being one of the best variants on the classic game. The game does have one advantage over Uno in that it properly allows for eight player games. The game offers offline and online play. Both public and private tables. The designers have smartly tied your bankroll to your Gamercard. Meaning you're able to see any given person's bankroll. You're able to see if they are wealthy or in serious debt. In public online games the tables have minimum bankroll requirements. This enables serious players to play with other serious players and avoid the people more likely to go all in on a pair of twos. So if you go below the minimum bankroll for a particular table, you're kicked from that table and have to go down to the free play tables and earn your way back up by building your bankroll back from there. The free tables ensure that there is always a game there for people who aren't always that serious about the game. It's a very smart design decision. The offline game offers up the standard modes and a very cool scenario mode. Where you'll play through classic and famous situations. And of course there are the two-hundred Gamerpoints and achievements to unlock. The game offers a good mix of achievements between the casual and dedicated Poker types. All in all, Texas Hold 'em is another very well made and welcome card game to Xbox Live Arcade. I'm impressed with the title and I've giving it a 9. It should be said that I lost the $100 buy in for the table last night, but I made it last the night. Riddel came away from the table with like $1,300. Although she did have to buy back in a few times. So she's probably closer to $600 up. Magus was the first one to have to buy back in after being taken out by Riddel, but you know, he's just learning...
Thursday, August 17, 2006
Dead Rising -- Overtime.
Wednesday, August 16, 2006
Dead Rising -- Rising from the Grave.
Saturday, August 12, 2006
Dead Rising -- Stillborn?
Thursday, August 10, 2006
Dead Rising -- Initial Impression.
Tuesday, August 8, 2006
Mario & Luigi: Superstar Saga -- Final Opinion.
Sunday, August 6, 2006
Xbox Live -- The Darker Side.
Mario & Luigi -- Partners in Time -- Make Up Your Mind Nintendo.
I have spent seventeen or so hours with Mario & Luigi: Partners in Time and I can say that they have indeed removed the Zelda like overworld structure from the game. You are relegated to traveling from point A to point B within the levels that make up the game. There isn't anything really wrong with this as the game seems more concentrated in its puzzle design to suit the new level structure. The puzzle element is mild as you use acquired moves from the two sets of brothers to get by whatever obstacles are in your way. The game allows you to control both sets of brothers independently of each other or you can control the four as a whole. This results in a lot of switching between the pairs to do this action or that action so you can move the other set of brothers forward in the level. The puzzles work well in the game. The combat is slightly hampered by the fact that there are four controllable characters in battle at once. Each character assigned his specific button out of the A, B, X, and Y buttons. There is a strange redundancy to some of the battle commands that is slightly annoying when there are four brothers in play. The hammer attack for instance, you'll select an enemy, and then hit A. That doesn't start the attack. You have to then hit X to actually begin the attack. Then time hitting A correctly so that it'll go to the dual attack stage of the move where you'll hit X again at the correct time to properly finish the move. There is no reason to have that first X stage. I understand their logic, it has to be that you have to hit X so that you're reminded of the dual brother potential aspect of the move, but it just comes off as not needed and annoying. I don't understand why they chose to streamline so much of the game, then artificially inflate the boss battle aspect. The battles go on and on forever. Even the early boss battles are long and arduous events. Unnecessarily so in my opinion. It's not like the challenge of what has to be done is the issue. It's just that you have to do it for far too long. It's coming to the point where I'm actually starting to dread the boss battles. The battles are starting to average in the thirty to forty-five minute range. It fills me with trepidation for the final boss battle if it follows the trend. It'll take forever. It's the attacks of the boss that are supposed to trip you up. Their actions are supposed to be designed to make you stumble in the timing of your responses. That is all in place. So then your failing should bring about the end of the boss battle quickly. On the other hand, once you learn the attacks and are successful in the timing to avoid or counter the boss attacks the battle should end relatively soon. I don't see why once you've demonstrated you have the timing down to defeat the attacks of the boss that you must do it over and over again for thirty some rounds. It just strikes me as unbalanced and sort of counterproductive to the concept behind the battle system.

