Thursday, July 06, 2006

Chromehounds (Xbox 360)

I'm playing the Chromehounds demo for the Xbox 360.

This is next-gen(ish) mech game, kind of sim-ish in tone, and pretty fun.

The demo consists of two brief single-player levels -- "search and destroy" and "sniping".

The demo has no customizing of the mechs (called "Hounds" in the game), but the game play is pretty solid, if not totally next-gen. Lots of things are destructable (from light posts to trees to buildings), but they're canned -- they always collapse the same way after a set number of hits, depending on the objects (kind of like a less-pretty version of Halo 2's warhog demolition).

Actually, the physics in general could use some work. For example, pounding away with big shells at the ground near on-foot soldiers has no effect -- you've got to physically hit them to make a difference. Also, I'm really waiting for a next-gen mech game where falling down a mountain looks and feels "real" -- think the scene in Return of the Jedi where the AT-ST (scout walker) is tumbling about on Ewok logs, before wiping out and exploding.

On the plus side, there is some nice attention to detail, like when I fell down said mountain, I damaged my hydraulics, which caused some stilted movement and sparking, and this was carried over into the ending cut-scene in the sniper level. And the voice acting doesn't totally suck

Also, the brief bits of music are really pretty amazing.

Overall, this game feels to me be a mix somewhere between the phenomenal Heavy Gear PC series and Microsoft's own (excellent) MechAssault II: Lone Wolf.

I'm thinking multiplayer is going to be where it's at with this game -- and it'll be the only new game in town for the summer Xbox 360 mutliplayer front (unless 3D Realms totally fixes Prey's mutliplayer pain fest).

Wednesday, July 05, 2006

Prey (Xbox 360)

I've been playing the Prey Xbox 360 demo, which became available on June 30.

Prey is one of the most anticipated First-Person Shooter (FPS) titles for this year, and has quite a history -- 10 years on the making. And overall, the demo is pretty slick.

Built on the Doom3 engine, the lighting and bump-mapping are spec(tac)ular, and despite concerns about Human Head's PC version running in higher resolution than developer Venom Games's Xbox 360 version, the console version looks great.

I haven't tried the online or system link multiplayer yet, so I'll comment on that later

The single player is fun, innovative, and may make you nauseous. There are some neat gameplay mechanics and nods to other successful franchises (game avatar Tommy's wrench is Gordan Freeman's crowbar), and stuff like the Zero-G ability to walk up a wall and onto a ceiling is cool, disorienting, and (played to close to a 100" screen) seriously vertigo inducing. Can't wait to try it in multiplayer.

And the spirit walk gimmick (kind of a tangible version of Psi-Ops mindwalk gimmick) is pretty nifty.

Perhaps coolest is the way they handle dying in the game. Rather than "game over" or restarting at the beginning of a stage (a la Halo), you go to a spirit world where you use your bow to try to tag as many spirits of fallen foes as you can -- the more you tag, the better your health and spiritual levels when you jump back into the game. Kind of a mini-game with a purpose.

There's also a decent amount of humor and attention to detail in the game (in the opening bar scene, you can turn the water on and off, flush the toilets, work the hand dryer, cycle through the jukebox, play video slots and blackjack, etc.).

The game is also dark. I think TeamXbox.com calls it a "serious, dark story, based on authentic Cherokee mythology."

So what doesn't work? Sometimes, the humor doesn't juxtapose well with the dark stuff. Also, Tommy is a bit chatty. But my biggest grip is the load screens. Akin to Perfect Dark Zero, they provide gaming tips that knocked me out of the mythos moment. I seriously don't know why developers do this.

The bummer is there's no way for publisher 3D Realms to get feedback annd make adjustments to them game. I wish more companies would do like Capcom is doing for Lost Planet -- putting out a solid demo in 2006 for a 2007 game, and soliciting feedback from gamers for adjustments to the title. Nice.

But, overall, Prey is a fun demo, and I'm looking forward to the full game next week. Since it just went gold on June 30, other than the PC download version, we'll have to see if the 07/11 release date also includes the physical media versions.

Wednesday, May 10, 2006

Lost Planet (Xbox 360)

As part of the week of free Xbox Live and the Electronic Entertainment Expo (E3), I'm playing the E3 Xbox 360 demo for Capcom's Lost Planet: Extreme Condition.

I've been stoked about Lost Planet for a long time, and this demo doesn't disappoint.

I hate to box anything in, but think of it as a third-person, next-gen game that mixes the best parts of Starship Troopers (wtihout the communal shower scene) and The Thing from Another World (the 1951 version).

The game feels next-gen (which is impressive for a demo, and a nice change of pace from the current crop of "next-gen" titles), is stylish, has some great environments and effects (it feels like I'm trekking through waste-deep snow; my character pitches depending on where the big bug baddies slam the ground near me), and the mech portions are slick -- being able to change out heavy guns from machine gun to heavy shotgun (and use them myself in a pinch) is a really cool feature.

Think I'll be playing this demo over several times ...

Thursday, May 04, 2006

Stubbs the Zombie

It was the best of zombies. It was the worst of zombies.

Four score and seven zombies ago ...

Oh, that this too, too solid flesh would melt!
OK, so I finally finished Stubbs the Zombie: Rebel Without a Pulse, the seminal work from Wideload Games. And while the game may not be the cat's meow, it's got a ton going for it, and I really recommend it for the game play and humor.

Why am I playing (and writing about) a last-gen Xbox game that came out in October?

Because (A) I've been hyping the hell out of the "coming zombie game from Halo's Daddy" for a long time, and (B) I was promised a free review copy, so I held off buying it. Which actually didn't show up until mid-December -- after I was well into Xbox 360 insanity.

Not that I'm looking this gift zombie in the mouth (because it's like a gift horse, except bipedal, and undead, and ... Look, similes aren't really my thing; it's like me driving a car with a ladle).

Besides, despite all my writing about the game industry, I've never asked for any freebies, so this unsolicited one for something I was genuinely excited about was pretty cool.

Right -- about the game.

Awesome! Best thing since sliced brain!

Concept, gameplay, and humor are the three areas where this pussed little gem really shines.

Setting the game in a 1950s idea of what the future would look like? Brilliant! Zombie specific powers like being able to toss a gut grenade, detachable possessing hand, unholy flatulance, and exploding cranium? Brilliant! A soundtrack with covers of 50s tunes by today's musical hotties (Ben Kweller, The Raveonettes, Death Cab for Cutie, etc.)? Brilliant!

Oh, and the humor. Read signs. Everywhere. Notice that packages of hamburgers have several normal looking ingredients ... except for eyeballs. Read the menu in the diner level. Read it!

Not that everything on the game play front is pushing up daisies, though. Shambling sucks. Seriously, there are some booooring sequences where you have to watch your third-person zombie move coagulated-blood-slow from one end of a level to another. And forget getting away from a vehicle that's hell-bent on mowing you down.

And the story is seriously lacking. You're kind of thrown into Stubb's rotting skin at the outset, with a teaser of a story that isn't fleshed out enough to keep you going (and the denouement bites) -- so if the game play and humor hadn't been there, this title would have sunk. Luckily, the game play and humor are there. In spades.

And though I like being able to call and shove my zombie brethren, the truth is the game has brain dead squad controls; they're inconsistent, and unavailable when you want them most.

And though they trumpet the game being built on the Halo engine, the graphics, honestly, look like warmed-over death. I put in the original Halo to see if the engine is just that dated, but no (kind of), it's Stubbs. Part of it is I was playing the game on the Xbox 360, so hi-def on a projector really showed off the jaggies.

And the game is playable on the Xbox 360 (thanks, I'm sure, to Microsoft enabling Halo), but there are some levels that are so dark as to be almost unplayable. I had to ramp my projector up all the way and due total light killage to get through them.

And the sound is great (and funny), but it turns the constant screams as heard by someone outside the gaming room (and missing the humor) can be alternately grating and freaky.

All that said, the game is a solid 8(ish) out 10, and soooo worth spinning through for the humor, the game play, and the innovation. And for co-op. Thanks to Wideload for getting how important it is that every game have co-op. Tag-teaming unholy flatulance and a gut grenade is one of those beautiful moments in cooperative gaming.

So, shamble outside and pick up a copy of Stubbs the Zombie: Rebel Without a Pulse today. Support Wideload. Support Austin-based publisher Aspyr Media, Inc. Support good game innovation and design, and an innovative model for game development (applying the Hollywood staffing model to game production).

I think you'll find the purchase worth it (it's also available on PC and Mac).