Saturday, July 11, 2009

We're up and live on the iTunes store (well, kinda)!

So we've signed up for the very cool, very new Audioboo service, which is basically like audio Twittering, run by a few dedicated souls in the States. We get to record 5 minute podcasts on our iPhones, and upload them to Audioboo, who in turn have been kind enough to create a podcast on iTunes for us!
While this is not the true podcast, we intend to use Audioboo as much as possible, when we're not all together, and we have a very quick subject to cover. We love the service, and the idea behind it!
Here's the link for our Audioboo podcast, right HERE. Subscribe today!

PS. Don't worry when you click that link, it'll automatically open up your iTunes (or ask you if you want to) and then take you to our page in the iTunes store.

Thursday, July 2, 2009

Prototype

For the longest time I have lamented that there were really no decent free-world super-hero themed video games for the consoles. And along came Infamous and Prototype. Being an X-box-specialized gamer, the latter drew my hand for practicality’s sake.



Prototype is a pandemic-themed sandbox game, set in the heart of an alarmingly detailed Manhattan Island. You take control of Alex Mercer, a man who has suffered memory loss at the hands of corporate genetic experimentation. In turn he is infected with a bizarre viral entity. Mercer, being part of the 0.001 percent of humanity who apparently doesn’t turn into a feral monster when infected, has his own unique set of symptoms – superpowers that visually manifest in a spawn-meets-Venom manner. His arms can turn into monstrous melee weapons, he can scale vertical surfaces with almost no difficulty, and in a process that hints at some deep-rooted sociopathic history (a history the game doesn’t particularly explore) Mercer can absorb anyone – a terminal process – in order to mimic their appearance.
As you progress through the game you unlock memories that form a rather jumbled but structurally cohesive whole to the back story behind the infection and Mercer’s involvement.

The game begins in a manner I see fairly frequently in melee-based games – you are dropped immediately into the game to learn the controls through plot-relevant conflict, rather than a paced and patronizing tutorial.
Activision has a history of New York-themed gaming – their hand in the Spider-man franchise has no doubt given them the time and experience to perfect the 3-D map of Manhattan Island down to the buildings and the trees in the sidewalk. The city is under military control and every bridge off the island has been sealed, confining your movement to the island. But there is more than enough room to explore, and as the infection spreads through key hotspots, the chance for action increases.

Prototype brings to city-based melee something the Spider-man games never really accomplished – the thrill of traveling on the ground. As you upgrade Mercer’s powers through experience-points earned in the process of campaign missions, you unlock various boosts to his stock powers, as well as stronger and fancier ways to dispatch your enemies. The results are nothing short of satisfying – sprinting faster than traffic down the street, leaping stories into the air, and an exhilarating process of going instantly from ‘sprint down the sidewalk’ to ‘sprint straight up the side of the building.’ The element of parkour gives the game its brilliance. Mercer can scale buildings, leap between skyscrapers, and a few upgrades in, glide between destinations.
Graphics-wise, the city and landscapes have clearly been given the strongest focus, but the characters haven’t been completely written off. They reflect a level of graphic quality we have come to expect from this style of game. Mechanically the controls are fairly simple and with minor practice the attack moves become second-nature.



How these elements come together is a little different. This is yet another example in my personal history with Activision where I have to question the developer’s understanding of balance.
Mercer carries around this virus, and in tandem with the military control of the city, he has become the country’s most wanted man, hence his need to camouflage. You engage the world and their awareness through a detection meter – if it redlines, you’ve been seen, and the military opens fire. Even the simplest of actions can trip detection – any superhuman movement through a populated area will do. Attacking anyone usually speeds up your reveal, to the point where armed soldiers and strike teams rally to exterminate you. Escaping them is on some occasions no simple task, but one tight enclosed alley and the consumption of a hapless civilian later, you’re off the radar.
The real show of imbalance comes in the campaign missions, particularly in the boss fights. For a boss fight to be practical, the enemy needs to be tougher, but your character has to have some edge. In Mercer’s case, that edge would be the speed and agility. There’s one simple problem: the hunter-mutation enemies are for all intensive purposes exactly on par with Mercer for physical speed and agility, and when they unleash an attack pattern, there is no option to block. Combined with the fact that in sprint, the game will automatically leap over debris and off certain angled surfaces, it becomes a near-uncontrollable process of running circles around an enemy, waiting for it to center itself so you can release yourself from the wall and attempt an attack in the two seconds of vulnerability the enemy offers. Checkpoints provide relief from the multi-phased battles, but in the end there’s a certain tediousness and potentially controller-throwing rage fuel from these battles that offset the greater fluidity of the game.



I’m not saying it’s difficult to have fun with the game. The free-roaming itself is very entertaining. But the free-roam in Prototype lacks a very specific something that the GTA series and the later Spider-man games all offered in droves – stuff to DO. Here, in free-run, you can journey to the infected hotspots and battle various mutating humans and their nastier counterparts, the hunter variants. Beyond the proper campaign missions, that’s it. You’re limited to absorbing people, wandering the map looking for landscape tokens, or scaling a tall building and stepping off to a gut-twisting plunge… where you land without any damage at all. When it’s a 90 story fall, Mercer is apparently Superman.

My final word with Prototype is simply that there was so much the game could have been that fell short. The free-roam concept is perfect for Spider-man – stopping crimes of all shapes and sizes. For Mercer, it’s a constant process of trying to enjoy your powers without dicing a pedestrian and drawing the curious, though rather dim-witted, glances from the soldiers patrolling the island. Being the anti-hero is what stacks the game against Mercer, and though the environmental interaction is nothing short of brilliant, there aren’t enough activities in the free roam world to provide a necessary relief from the halting and frequently frustrating nature of the harder campaign missions. I definitely recommend playing the game, but if you’re a more emotionally controlled gamer, you’ve been warned that by the end you might find yourself replacing a controller.

-Nick-

Thursday, June 25, 2009

Rest in peace, King of Pop

The big news today was the death of Michael Jackson. He passed away at age 50 after lapsing into a coma, which was the result of cardiac arrest which occurred earlier today. 
Personally, I was saddened by this news - though Jackson had become increasingly bizarre and strange in the last two decades, I had remained a big fan of his music, and was glad to see him get back on his feet recently and announce a series of huge concerts in Europe. 
I won't comment on his personal issues, or the scandal and controversy that surrounded his life at all times. I do hope, however, that people recognize the passing of an icon, an entertainment titan, and truly, the King of Pop. 


Tuesday, June 23, 2009

Do We Really Want Motion Sensing?


Project Natal … are we really ready for you, I mean do we all really want to go from work to sitting on our couch playing games with a controller, or do we really want to come home from work and start playing game like an inhanced paint program and start moving around some more and not play games like Call of Duty, or Halo, or Fable, or Fallout 3. I mean is motion sensing really what we all want? I think that everyone thinks it’s kind of cool for parties and stuff but that’s really about it because I really hate playing Wii Sports by myself. I think Project Natal will be a great feature or accessory but I think Microsoft really needs to think this one through and put their money to their OS and to better quality XBL and to their game studios of course. As for the other companies keep it up but keep making games with controllers too. Please… As Stephen Colbert said about Project Natal “ if a child has a skate board, and has the skill to ride a skate board, no longer has to ride a skate board”


-Chad

Left 4 Dead 2: The Return of Angry Fan Boys...

So in recent news from the gaming community, I find out that Left4Dead 2 is what everyone is talking about. I read the forums to see what the people think and I decided to voice out my opinion today. Apparently there is an online petition going on to delay this game’s release. Now I am a little confused here because apparently Valve is a company that likes to take their time on their games. We have to realize though that their games are a great piece of interactive entertainment software in which I love to indulge myself in, but this petition is about delaying the game when people say that Valve takes too long making games and now they want to delay a game that a lot of people are excited to play. Yah I hope you are as confused as I am. Second, and this one really “chaps my hide”, they want it to be free, yah let me say that again, they want it to be FREE! This is because the gaming community believes that there wasn’t enough content release in the first Left4Dead. Plus the fact that Valve has a history of releasing their content at ridiculously great sales boggles my mind. Is it because of this that the people expect Valve to do this, to release a game for free? People, making games is a business not something that we get for free, I mean can you really expect a company to do something like this and not expect to make a profit? I read on the forums all the time “I’m a loyal player of your games” and “I have been playing your games for years”. This is simply the most retarded thing I’ve heard. You mean to tell me that all you play is Valve games and that’s it, nothing else. In which you deserve a free game? I think not, in which case it sounds to me that these people almost think that they should be compensated for playing a game that was GOOD but didn’t have enough content. In which case I then deserve to be compensated by Capcom for Resident Evil 5 oh wait I bought SF IV so never mind… All I am saying is that Left4Dead 2 is a completely new game, that has a completely new way of playing it, in which will be charged full price for and will be released on its own time. I want this game and I am thankful for Valve for making this game and building it up even more so that way I am not stuck playing a modded version like Brainbread… just buy the game people and STFU cause we all know you’re going too anyway.


-Chad

Monday, June 22, 2009

Top Gear is BACK!

On June 21st, popular British car show Top Gear returned to the airwaves with a bang - huge shocking surprises, an epic race by train, motorcycle and automobile from London to Edinburgh, and a leader on the Power Lap board. 
Check out the "coming up this season" for Season 13:


Let's just say I'm really looking forward to this season of Top Gear.

My Muscial Sole

Hey all you Bodycounters, it’s time for another meeting between you and I. It’s ok to like it….yeah, just like that. Creepy-ness aside, I actually came to tell you about this A-Mazing band of Swedes, The Radio Dept.. I’ll give you the details first. They’re from Lund, Sweden and the play a style of music known as Shoegazing. (For those of you who don’t know what Shoegazing is, I’ll enlighten you.) Shoegazing is a style of music that first hit the scene in the early 90’s, late 80’s, in which guitar effects were key. So much in fact that because they didn’t move at all during performances, as they were focusing on their effects pedal, the media called them “Shoegazers”.

On to the actual band itself. The Radio Dept. consists of Johan Duncanson, Martin Larsson, and Daniel Tjäder. They’ve released only two albums thus far however; there is a lot of “unreleased” content floating around the interwebz. I’ve fallen in love with this band; the guitars distorted and light, the vocals are barely intelligible. But, it all seems to make sense. Their new album, Clinging to a Scheme is set for a September 2009, release. The second single off it is Freddie and the Trojan Horse. Look them up; I don’t think you’ll be disappointed.

Cheers,

-Josh

Tuesday, June 16, 2009

Sony Press 2 and Idiot Gamers

Sorry for being so late. Work is a killer. Won’t happen again, I swear. Part two of my coverage of Sony’s Press Conference is only going to cover the two things I found the most interesting. The PSP Go, and of course Gran Turismo Mobile.

The PSP Go is a brand spanking new version of Sony’s little handheld the PSP. (duh right?) It does have a few differences of course. (Go on techno-geek. I’m enthralled) Apparently, Sony thought it would be a great idea to make the Go a bit smaller than the original. And when I say smaller, I mean about 50% smaller in comparison. And it doesn’t have a UMD drive. YES, that’s correct, no UMD drive. Instead it has 16 GB of internal flash memory which can be extended more. I guess all the games are going to be downloaded now.

Right on, no more buying used games! Way to ruin game retailer’s business operations. Not entirely sure how the trade in value is going to be handled for this system. Oh well, we’ll see. Now don’t get your panties in a twist if you own a PSP already. They’re not going to just stop supporting the others. (At least the 3000 model)



But, here’s what really makes me hop aboard the rage train. Price tag. $250.00 USD. GTFO. Seriously? I could buy a Wii for that much and get a game to go with it. (Not that I would, that system blows anyway.) I’m hoping for a price drop. You dig?

Anyway, the saving grace after that little episode was the announcement of Gran Turismo Mobile. The game looks great for being on the PSP. The game will feature over 800 cars; roughly 100 more than Gran Turismo 4 as well as the notable addition of Ferrari (a red Enzo Ferrari can be seen in the trailer). Multiplayer is running through Adhoc. Fun.



Now on to my gripe for the day. Idiot Gamers. What does it mean to be a idiot gamer? I’ll clue you in. One who pretends to know what is going on in the video game world, but really has no freakin’ clue. These are the same people who think that Mario is grown up Luigi and that Yoshi is his dog. Seriously now. I had a guy talk to me about Infamous’s multiplayer. *facepalm* Another thing that has me buy my first class ticket to Rage City, is when people ask me about games then shoot down my opinions immediately.

“What did you think off Fable 2?”

“I thought overall is was a pretty decent game, especially for a sequel. Although Molyneux’s ideas sound better on paper. (I did explain he said that himself) I thought it was a pretty solid title all together, it does get a little repetitive. Especially if you’re a mage.”

“Well, I don’t have a next gen system. I’ll tell ya, that game has nothing on Atari. MAAAAAAAAAANNNNN, all these games suck compared to Atari.”

“Ya….because E.T. was so great.”

I wanted to invade his space and pong him right in the pac-mans. Anyway, that’s all I have for now. Until next time.

Cheers.

-Josh

Sunday, June 14, 2009

The first sample Bodycast is UP

Chad and I found a free half hour in our busy schedules of gaming, and since the previous day I had managed the difficult task (not so difficult) of recording Skype conversations, we decided to record 10 minutes of sample audio -- kind of a test for when Josh, Aaron and Nick would be available. We ended up talking for 26 minutes and most of it is gobbledygook (nah, it's all good!). Listen to Chad's inane thoughts on Mirror's Edge multiplayer, my struggle with the pronunciation of "mobile" (the ones that babies use), our useless conversation on Call of Duty: World at War and the games that were the biggest surprise for us at E3. 

Episode 1, part 1, can be streamed here.
Parts 2 and 3 can be streamed here and here, respectively. 
Enjoy!

-- Baljot

Left 4 Dead Left Behind?



So less than a year after the original game, Valve announced at E3 that a sequel to Left 4 Dead 2 was slated for release in a few months. In the game: new campaigns, new special infected “boss characters”, new characters, a new focus on melee combat and weapons, and obviously a brand new setting based around New Orleans. Very shortly after the announcement, and seemingly predictable to everyone except the people at Valve, there was a huge backlash and eventual boycott for what was termed “an unneeded sequel”.

If you don’t understand why there is such nerd outrage, it’s because the average development cycle for a Valve game lasts around half a decade. Half-Life, arguably their biggest game ever, didn’t get a sequel until 2004, nearly 6 years after its release. Team Fortress 2 was nearly vaporware until its release in 2008, nearly a decade after the release of the original mod for Half-Life. So for Left 4 Dead to get a sequel almost exactly one year after its original release is odd for a development company like Valve.

The other side of the nerd rage is the lack of content that was packed into the disc and the amount of content that was given to the players post-release. Left 4 Dead was priced as a full-price game, but had the content of your average expansion pack. Post-release, it was patched in with free downloadable content (which was nice) but the amount of content was minimal, at best (you get one new mode which is basically Horde mode from Gears of War 2).

Now Valve claims that the sequel for Left 4 Dead will have a lot more content than its predecessor, but how much can we believe this claim? I love Valve as a developer, but they are barely trustworthy. Their own firm release dates are never met, and Gabe Newell’s “fantastic and futuristic” episodic content system is long forgotten. He promised “6-8” months between the Half-Life 2 episodes – it’s nearly two years after the release of The Orange Box (and in it, Episode 2) and we have seen hide nor hair of Episode 3.

Over 25,000 people have now signed a petition on the Steam forums boycotting the release of the new Left 4 Dead, pledging they won’t buy it. Internet petitions rarely work, but I hope Valve can take notice and at least realize that in the current economic climate, where video games are considered a luxury item, they can’t charge full price for a game that is nothing more than a half-price expansion pack!
You know whom I blame for this? The console crowd – who oftentimes have more money than sense (no offense guys and gals, it’s the truth). Console folk are gouged when it comes to downloadable content – map packs and extra stuff post release is just considered part of a patch (free of course) to PC players. So the idea of an expansion pack (usually ranging in cost from 25 to 35 dollars) is alien to the console people. Valve is taking advantage of this, because they know their biggest sales for
Left 4 Dead 2 will be on the XBOX360, easily.

That’s what makes me sad, mostly. A developer like Valve, who is in neither any dire economic situation or has a history of this kind of gouging, bilking their fans. It’s disloyal. It’s mean. It’s almost Activision-y.

-       - Baljot