Wednesday, September 27, 2006
Okami -- The Brush Is Mightier Than the Sword.
Sunday, September 24, 2006
Okami -- Painting by Numbers.
Friday, September 22, 2006
Okami -- Initial Impression.
Wednesday, September 20, 2006
LEGO Stars Wars II: The Original Trilogy -- Final Opinion.
There is an awful lot to do in the supposedly kid's action game LEGO Star Wars II. Once you've been through the eighteen levels of the main game, there is a wealth of optional things to do. If you want to complete the game one-hundred percent, you'll have to play through each level in story mode once, accumulating enough LEGO Studs to earn True Jedi status. You'll need to repeat that for the tougher True Jedi status of freeplay mode. You'll have to collect the ten minikits in each level. You can collect the minikits in either mode. There are ten per level and finding them all in a level completes the full kit and recreates a Star Wars vehicle. Each time you complete a kit, earn True Jedi status, and various other actions, you'll earn a gold brick. There are ninety-nine gold bricks in all. The gold bricks are used to open special doors that access the bonus levels in each of the three episodes in the game. In each areas you'll get three types of bonus games. Super Story challenges you to play through an entire episode in one go in under an hour and to accumulate 100,000 LEGO bolts. The Player Bonus has you trying to earn one million bolts within a time limit. You'll run around an enemy infested original map based on an existing level. The Minikit Bonus has you racing against the clock to collect a million studs on an original map based on an existing level, only this time it's based around one of the vehicle levels. Each of these minigames are well done and good fun. They'll also earn you gold bricks for successful completion of the tasks. Also hidden in each of the game's main levels is a power brick. Power bricks open up new items in the shop for purchase. You'll need to buy out the shop for the totally complete game. You'll also have to buy out all the extra characters. You'll need millions and millions of bolts. The gold bricks also open up something called LEGO City, which is a bonus level where you'll have to find all one million hidden bolts. Another brick is your reward. I played the Xbox 360 version of the game and that of course means achievements. The game features achievements based on percentage of the game complete. Normally that isn't the preferred route in my opinion, but considering how all the optional stuff is taken into account, it turns out great. There are also eighteen achievements based on completing the levels without dying. A few of these come off asfreaking impossible at first. I have managed to do them all, except for the very last level. Which still comes off as in the freaking impossible range at the moment. I am impressed with all the game has to offer beyond its eighteen main levels. Personally, I'd consider anything less than one-hundred percent incomplete, but everyone's mileage will vary. There is also a new feature allowing you to use all the parts from the characters in the game to create your own unique character for the freeplay mode. I took Leia and put her in the black Sith outfit, gave her the Episode IV bun hairstyle, and gave her a purple lightsaber. The purple lightsaber gives her the badass Mace Windu style. The game offers up a great amount of fun extra stuff on top of the same charming gameplay from the original. I really enjoyed it and I'm giving LEGO Star Wars II: The Original Trilogy an 8.5.
Sunday, September 17, 2006
LEGO Star Wars II -- Today, In an Xbox 360...
Friday, September 15, 2006
Saints Row -- Final Opinion.
LEGO Star Wars II: The Original Trilogy -- Initial Impression.
Tuesday, September 12, 2006
Saints Row -- The Mechanics of Co-op.
Saturday, September 9, 2006
Saints Row -- The Mechanics of Combat.
I'm roughly through eighty-six percent of Saints Row. I've completed the story missions for the Vice Kings and Westside Rollerz gangs and have started in on Los Carnales' story. I had completed all of the activities within the game before starting in on the story missions which took me about fifty-five hours. I have a couple of offline achievements to earn. The remaining achievements are all earned online. I've seen most of what Saints Row has to offer as far as offline gameplay is concerned. The changes made in the GTA formula for Saints Row coupled with the Havok physics engine result in some great action. The combat is fun and all around improved upon over GTA. Starting with the basics, the hand-to-hand combat has added depth. No longer a single button affair. You have two punches, left and right, and a kick tied to their own buttons. You can also block with a button combination. The physics of the game greatly come into play here. Punching someone in the back of the head can knock them sprawling face first into the ground. Or they can crumple down, or fall into a position based on their relation to the environment. You don't really know what you're going to get. It's a little thing that actually goes a very long way towards the overall entertainment value of the game. The same thing applies to the weapons within the game. The targets, cars and people alike, will react in surprisingly different ways because of the physics engine based on the force of the weapon and the environment. It makes for a situation wherein almost anything can happen and you'll see some freakishly funny things as a result. A couple of the design factors come into play that make the combat better than GTA's. First and foremost, there isn't any lock-on targeting like you'd find in GTA. Saints Row uses a fully manual aiming system. You have full control of the crosshairs. GTA's targeting system caused undue frustration because it would lock on to the nearest potential target instead of the greatest threat. In other words, it would lock on to the innocent bystander between you and the guy who is shooting at you. Later versions of the game would allow you to cycle the targets, but it didn't fix the problem. That issue is gone in Saints Row. Secondly, in GTA the weapon selection was also cycled. You would have to tap the button until your desired weapon came round. Effective, but not necessarily the best method. Saints Row uses a wheel system. Hit the button and the wheel pops up and you just point the stick in one of eight directions to instantly select your weapon. You don't even need to think about it after a while. You don't even need to pay attention to what you're selecting and make sure you've stopped on the correct weapon. The weapon types are locked into locations. So you know that your bare hands are at the twelve-o'clock position. The melee weapon is always at two. The thrown weapon is always at eleven. The shotgun always at six. You can instantly and confidently select the correct weapon at anytime. It's perfect really. Another factor is that you don't have to pause to load an interior location. The game goes seamlessly from most interiors and exteriors. This means no break in the action. Another little plus that goes a long way in making a more enjoyable overall experience. I'm not sure what the next update will be about. Hopefully Volition will have patched the game so I can go online and give that a try and chase down those particular achievements. If not, it'll likely be on the storytelling of Saints Row. A final opinion will also most likely be stalled by waiting on the patch.
Monday, September 4, 2006
Saints Row -- The Mechanics of Driving.
Sunday, September 3, 2006
Saints Row -- The Mechanics of Organization.
I have spent roughly twenty-five hours in Saints Row just doing other activities beyond the story missions. The game offers a great system of keeping track of what's been done and what needs to be done as far as all the optional activities that exist in the game. While GTA offers a means of where things are in a general fashion via an in-game map, Saints Row offers a far more detailed and clearly organized in-game map that greatly helps in keeping tabs on everything. Couple the map with the game's waypoints system that shows up both on the map in the menu and the mini-map on screen and you have a system in place that makes it impossible to get lost. It's simple, thorough, and greatly appreciated. The game also offers up a log of all the activities in the game. You can tell how far you are in each individual activity at a glance. A couple of the activities in the game like Chop Shop and Hitman have you searching for very specific targets whether they be vehicles or NPCs. There is an extremely cool feature that allows you to pin their information to the heads up display. For the Chop Shop activities for example, you need to find a type of car. You can pin the image of the car, the required specifications, and the general area in which to locate the car to the upper left corner of the screen. So you can drive around without losing track of what you're looking for. The game goes even further. Once you've got something pinned to the HUD, the target will show up on the in-game map if you're within close enough range. This greatly helps reduce any potential frustration. It's because of these very well thought out systems that I've enjoyed just working on the optional stuff while ignoring the story missions. The as you want it approach of Saints Row is a definite step up compared to the as you find it approach to GTA. Saints Row results in a system that is clear and concise and without any confusion. Next time should cover the mechanics of...

