Rabid Nintendo fans turn to homebrew

10 July, 2008 at 10:09 pm | In blogging | Leave a Comment
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Since the launch of Mario 64 DS and the realisation that it could produce N64 quality 3D graphics, the absence of a Smash Bros game has always been a mystery. It must now be one of its top current franchises, and the arguement of the DS not having an analogue stick is wearing thin as the Wii’s Smash Bros Brawl is playable using the standard Wii mote (with no analogue stick).

Clearly I’m not alone with this, as a Smash Bros DS homebrew game is currently being made.

Whilst on the subject of the fans taking it upon themselves to get what they want, Nintendo’s virtual console on the Wii has been hacked to run a homebrew version of the N64 classic Goldeneye.

Projects like these show how huge the demand is for things like this. Hopefully the game developers out there will do something more productive than simply shutting the projects down.

uWink: Social Gaming Restaurant

6 July, 2008 at 11:09 pm | In blogging | 2 Comments
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Didn’t you know its rude to play videogames at the dinner table? Well, original Atari founder, Nolan Bushnell thinks otherwise, as he prepares to bring his social gaming restaurant chain to our fair city of London later this year.

uWink logo

With uWink, you go into the restaurant and use the lcd touchscreen to browse the menu and order your food. While you’re waiting for the food to arrive, you can play videogames. Not just any videogames, the type of videogames which meet Nolan Bushnell’s criteria of social gaming.

Mr Bushnell is not only trying to change the way technology is used within restaurants, but to also change the way we see gaming. He wants the gaming to be supplementary to the the restaurant experience instead of distracting from it. Basically he’s talking about the types of games which resemble board games that everyone can play from all ages and backgrounds.

I’m curious to see what that exactly translates into, so I’ll probably check this place out when it finally arrives here in the UK. For now, I’ll still use my trusty Nintendo DS if I must get my fix of touchscreen gaming while I’m waiting for food to arrive in a restaurant…

Rockband – Review (Xbox 360)

3 July, 2008 at 9:33 pm | In reviews | Leave a Comment
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For those who know their Guitar Hero history, Rock Band is the latest offering from the original creators of Guitar Hero, Harmonix. Having sold off their precious Guitar Hero IP and now rolling with the big boys over at MTV Games and EA, Rock Band breaks their silence in the only way possible with a rock centric music game. With lots of noise!

Rockband art

If you’ve played Guitar Hero, the basic gameplay of Rock Band should be very familiar: there’s a constant conveyor belt of blocks which are scrolling towards you and by using the correct buttons to hit them in time you’ll find yourself creating a song.

Immediately the first thing that sets Rock Band apart from any other competitors is the inclusion of drums and vocals, and the shift of focus from individuals to a group. The Rock Band instruments are wired guitars, wired drums and a wired mic which all plug in via USB. Fortunately, they come bundled with their own USB hub to cope with the strain of the extra devices you’ll be plugging into your games console. Whether intentional or not, the whole ’spaghetti junction’ of assorted music peripheral cables makes you feel as if you’re performing on stage or having a studio session.

The microphone included is a standard quality USB mic with a nice weight to it. Any USB microphone can be used with Rock Band, or you can use any of the headset adaptors if you want to be a show off and sing whilst strumming on guitar or hitting drums. The singing itself is very similar to Sony’s Singstar games – it detects pitch (sung any octave higher or lower than the original recording if need be) but fails to recognise words or phrases. There are parts of the vocal track where you can give your throat a rest and tap out a rhythm.

Drums are definitely the most refreshing thing about Rock Band and they certainly deliver. As you’d hope to expect from something you’ll be hitting a lot over time, they’re very durable and have thick rubber pads capable of standing even the most enthusiastic drum solos. Its not all indestructible: the foot pedal for the kick drum definitely feels more fragile than the rest of the kit. The pads aren’t velocity sensitive, so hitting them harder or softer has absolutely no difference on the sound you’ll be creating. The drumming snobs out there won’t enjoy that all of the pads are at the same height unlike a real drumkit, but for a videogame peripheral they are absolutely fine.

The Rock Band guitar is a lot bigger than its Guitar Hero counterparts, resembling the size of a real guitar. Aside from the main fret buttons, it has a smaller set of frets lower down the neck of the guitar, which come in handy for those virtuoso solos. Its possible to play the guitar solo sections purely by tapping out the notes on smaller fret buttons, leaving a free hand to fiddle about the special effects on the guitar. You can adjust to have wah wah, flange, chorus, or echo anytime you have a solo or use your star power to really take your guitar performance to the next level.

What really brings Rock Band alive is its multiplayer. The core gameplay really pushes for teamwork, if a fellow bandmate fails during the performance you can revive them if you’ve earnt enough star power by hitting highlighted notes in succession. You also get a bonus if you play notes all in unison, and if you all co-ordinate your star power together you’ll multiply the scores of new notes you hit for a short period.

The Band Tour mode is where you and up to 3 friends can form your band and do a career together. You’ll get given various amount of cash and win fans depending on how well you perform on each song, and later you’ll have the chance to travel to various cities playing new songs. For the musicians who really love to live on the edge, you’ll occasionally be offered a double or nothing bet on the condition you play a set of songs to a certain level.

Because you can’t always be surrounded by your bandmates, the solo career gives a chance to play through the song sets at your own pace with your instrument of choice. This gives you an opportunity to unlock the songs for quick play sessions later. As a solo musician, you can also go online and challenge other people at your chosen discipline in the tug of war mode, which sees you and a competitor take turns to play different sections of a song, or you can choose to do a score battle which has both of you playing an entire song to see who ends up with the overall highest score. In the interests of fairness, you can’t do any versus modes against other instruments, though it would have been interesting to see a drummer and a guitarist go head to head.

One thing Rock Band has going for it is a very strong song selection. There’s plenty for all in the standard song set, such as Foo Fighters, Garbage, Radiohead, Bon Jovi, Nirvana, Muse, Weezer, etc. Sadly the bonus songs are really weak and lack the charm from previous Guitar Hero games. Speaking of previous Guitar Hero games, some old favourites return in true multi-part Rock Band form such as Jet’s “Are you Gonna Be My Girl” and The Killers “When You Were Young”. The online music store for Rock Band is fully integrated into the game – no invasive Xbox blades popping up required! Downloaded songs will seamlessly appear in the band career mode, making that much more than a traditional tacked on extra like they have been in previous Guitar Hero games.

Rock Band Screenshot

There’s a high level of presentation in Rock Band, and lots of subtle touches such as the translucent conveyor belt of notes during the main game and special visual effects during different parts of the songs. The characters in the game have a very cartoon-like crisp character models, but everything is under a grainy fuzzy filter.

The most negative thing I can say about Rock Band should be obvious to anyone who’s seen it in a high street shop: the price is something you could practically put a mortgage on, at launch a complete set up is fetching the same price as a brand new games console! Gameplay wise, the songs are not as challenging compared to Guitar Hero III, which may disappoint those virtuoso players looking for a dragonforce level of difficulty.

If you’re a fan of music games, particularly Guitar Hero, then Rock Band truly is a worthwhile purchase. The single player modes as different instruments will keep you busy for a long time, and jamming along with likeminded individuals as a group really is something you’ll get your money’s worth out of. Besides, whats more Rock and Roll than making an extravagant purchase?

9/10

The Demise of the Sound Test

3 July, 2008 at 9:19 pm | In editorial | Leave a Comment
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Perhaps its something to do with games becoming more complicated and professional, but the sound test is a feature which has not weathered the progress of game development.

It was never something as practical as adjusting brightness, or screen resolution but it certainly had its own charm. I can’t think of any practical situation where a sound test would be required to solve a problem.

Basic Sound Test

And yet, there was something incredibly liberating about playing any sound or theme from a video game at will. With an audience the sound test became a very valuable tool in providing some extra enjoyment from a game. Naturally, it lent itself to comical miming of badly sampled speech or perhaps some other sound effects for an impromptu performance inspired by the bunch of chimes, cracks, and bleeps.

For the more committed sound testers out there, it was entirely possible to make a drum loop out of explosions, impacts and other violent noises. This was something that I took immense pleasure in, and there was a live, almost acoustic quality in making these from just using a menu.

There’s also something to be said about the type of games which offered a sound test. The ones which I fondly remember are a pedigree of the hardcore games on my youth: Contra, Streetfighter, Castlevania, R-Type, etc.

As the quality of sound in games improved, the novelty of the sound test waned. Something as simple as laughing at a Mega Drive’s murky attempts at recreated sampled speech (even the groans of some poor enemy getting punched in the face) would be confined to the 16-bit consoles.

My most recent experience of playing with the sound test was with Super Smash Bros Melee. The sound test for this game was only offered as a reward for unlocking everything else in the game, and this was a welcome reward. The type of gamer who would complete the game inside out is probably someone who would appreciate having a wealth of Nintendo samples and music available to play with.

The novelty of a sound test will always be something I’ll appreciate. Its something which is not included in the new games on the market, but I will always have fond memories of playing about with random sounds for fun from the 16-bit era.

Sonic Adventure DX retrospective

3 July, 2008 at 9:03 pm | In editorial | Leave a Comment
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Perhaps its the more recent news stories of the upcoming Sonic Unleashed or the huge announcement of Sonic as a confirmed character in Smash Bros Brawl, but I’ve been really wanting to replay through the original Sonic Adventure. I originally had Sonic Adventure International on import for my Japanese Dreamcast when I first played it nearly a decade ago. Its not the most polished game around, but there’s something about it that makes it one of my favourite games.

I had so much love for this game that I even got the Gamecube re-release of it in 2003, and it was great to play the game on a good controller with a decent analogue stick, and the way it linked up to the GBA instead of the Dreamcast’s VMU made much more sense.

Sonic Adventure DX

The music selection in this game was so jaunty and light hearted. It had a shamelessly cheesy 80’s style Rock theme tune which wouldn’t seem at all out of place as a dream Guitar Hero bonus track. It even featured a embarrassing classic 1990’s rap track with Knuckles’ rap (“You can call me Knuckles/Unlike Sonic I don’t chuckle) and a frantic Drum n Bass theme to the twisting death trap of the Sky Deck stage.

What I liked about the game apart from the (at the time) incredible graphics and sense of speed was the story. Or to more specific I really enjoyed the narrative of the story. It sounds like a gimmick, but the way each of the 6 playable characters had their own interweaving stories really reinforced and gave integrity to what should have been a standard throwaway videogame plot.

We saw Tails’ struggle to branch out and become independent of Sonic, Knuckles journey as he tried to secure the shards of the Master Emerald, Amy’s constant escape from Eggman’s robot Zero, and E102 Gamma’s discovery of morals and conscience.

The level design in this game has some suprising depth as you replay it to get more of the Sonic Emblems. Its satisfying when you have to use creative solutions as you skip chunks of the levels in order to meet the harsh speed run time requirements. This brought a mild cerebral element to the fast platforming gameplay.

For a game which is coming up to a decade old now, its still fun to play. It marked a milestone in Sonic’s videogame career as he made the inevitable jump into 3D platforming, but for me, it also proves that satisfying 3D Sonic games are capable of being produced.

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