Archive for the 'Video Games' Category

SSX Review

SSX is the most recent in the long running series of over-the-top snowboarding games from EA. I’ve been playing the SSX games since Tricky¹ and while there are some that I love more than others², I continue to be a fan of the series. The most recent incarnation is a solid attempt to reboot the series, but is not without some flaws. Flaws which if you’re just now getting into the series might put you off the series.

As someone who’s played the earlier games, the controls take some getting use to. Even the option to use ‘classic’ controls isn’t an exact 1 to 1 to the layout of Tricky or SSX 3.³ The true classic controls would let you use the digital d-pad to pre-wind your flips and spins ahead of a jump. Holding right on the d-pad would lock your character in as you approached a jump. In order to maximize the effect, you’d also hold down on the jump button (X on the PS2/3) as you approach.

In SSX, the default controls heavily leverage the analog sticks, which I’m sure seemed like a good idea on paper. Left for spin/flips when in the air, left and right movement on the ground. In practice, it becomes rather frustrating. For movement you’d want to have the gradient of control analog gives you, but for precise input, such as tricks, it seems a little too loose and muted.

Another small change that is related is the pre-wind for jumps, spins and flips. In the previous games you’d have to line-up ahead of a approaching jump many seconds before you actually reached the apex of the ramp. In SSX the pre wind is not as necessary and if you try to pre-wind too soon your character will veer off course 9 times out of 10.

For an old-timer to the series I would love to just have my digital d-pad, face and shoulder buttons for tricks, spins, boost and jumps. Let me use the left analog for steering and leave the right analog out of it.

My second biggest beef beyond the controls (which I hope I can adapt to over time) would be the addition of the Deadly Descents.

From what I understand, during development the title was “SSX: Deadly Descents” and the element of ‘deadly’ was to be a prime focus for the game. There were to be these super harsh tracks with all sorts of obstacles. They changed the title during development and the ‘deadly descents’ became 8 boss peaks, each with a kind of hokey and unnecessary gimmick along with taxing and honestly un-fun tracks. These 8 peeks, all required to enjoy the single-player ‘story’⁴ detract what the game is about. Undoubtably EA spend lots of money on these tracks and as they progressed away from “Deadly Descents” to just SSX they couldn’t just cut them. I wish they would have.

One deadly descent has you press an additional button every few seconds in order to keep oxygen flowing to your player. Doing this on some of the more tame tracks would prove an additional challenge. Doing it on the unforgiving and frustrating “Deadly Descents” proves to be maddening. These tracks are not SSX tracks. It’s not easy to create a solid line downhill during a race, or to create a series of never-ending tricks in trick events. It’s sadistic when you add in the super dark tracks that need headlamps or wingsuits to glide like a flying squirrel.

To compound things, instead of having a reset button to reorient your character in the occurrence of falling off the track (which you will do often as these tracks have more blind spots than an 18 wheeler) you have the ability to rewind time. This time rewind feature has multiple penalties rendering it totally useless and just as frustrating as crashing. First you rewind time, but your opponents continue on unabated. Second, you can rewind, but will break whatever combo you had going. Third, the severity of the slope in most tracks will have you rewinding numerous times, compounding the existing two penalties. In most cases it’s better/easier to just restart the race from the beginning.

Another design decision is the absence of synchronous or traditional multiplayer. No jumping on Xbox Live to play head-to-head against your friends – much less any form of local multiplayer.⁵ All multiplayer features amount to racing ghosts and best times of other people. It’s not all doom and gloom with the multiplier. There’s a very primal competitiveness to besting your friends times and scores, but in 2012 I would think generic old multiplayer would be a given. Like windshield wipers.

The other hokey aspect of multi-player (and single player as well, the line is blurred as far as levels and unlocks are concerned) is the progression mechanism for unlocking new equipment. New boards and suits appear randomly in the store upon each visit, and even with minor loading times, it becomes tedious to determine if what you’re buying is any better than what you have. To add the illusion of customization, outfits for your characters offer nothing more than palette swaps. None of which appear that appealing and none that impact gameplay.

The unlocks are a little Zyngafied as well. You unlock stuff by earning gold and the crap you unlock is random, so you can’t save up to buy cool gear, you just have to get lucky in the store with random stock.

That said, I do like it. It’s not as good as 3, most of the tracks are either too frustrating to be enjoyable or to bland to be memorable as in Tricky and SSX 3. As a long-time fan it’s a solid game and so close to it’s predecessors that I can taste it.

It’s apparent that there’s an influence from the Call of Duty generation to make games more gritty, dark or realistic, but SSX is the last game where this makes any sense. This is a series that has been all about being over the top with crazy characters, crazy tricks and crazy tracks. None of which exist in this game. Well maybe the tricks. Barely.⁶

It’s SSX in HD, it could be better, and I hope they make another with some lessons learned.

http://www.metacritic.com/game/xbox-360/ssx

¹Which is the second in the series and to some the best of the series.

²My personal favorite was, and still is, SSX 3. Tight controls, logical level progression and some of my favorite tracks.

³Which is weird. Why call something classic when it’s not. Psudo-classic would be more appropriate.

⁴The story is less believable than the idea of people jumping out of helicopters to snowboard down the side of Mt. Everest rocking out to Foster the People.

⁵An unfortunate trend that continues. Sigh.

⁶I love grinding on rails as much as the next guy, but in SSX there is no need to balance while grinding and there are rails freaking everywhere.

The Speed of Things

First, a prediction. This generation of hand-held consoles will be the last.¹

How can the multi-year spans between console releases compare to the yearly improvements of devices like the iPhone and iPad? Apple claims that the iPad 2 is 9x more powerful than it’s predecessor. In benchmark testing Anandtech confirms - yeah pretty much.

While it’s early in the life of both the iPhone and iPad, it’s hard to imagine that future incarnations would not continue this increase in graphical prowess.²

Year after year the iOS devices continue to improve while companies like Sony and Nintendo are in a cycle of releasing a device and then supporting it for a few years. The DS was released in 2004 and just this month is being replaced by its successor, the 3DS. The PSP has also been around a while with an original release in 2005. Its successor, the Next Generation Portable or NGP, is planned for a late 2011 release.³

According to this article from Business Insider the iPad 2 is “equal to NGP in terms of raw graphical horsepower”. Wait, that can’t be right. Sony’s much heralded next-generation portable that won’t be released until November is only equal to a device that is in consumer’s hands right now?

I’m not trying to over-emphasize graphics, there are many other factors when it comes to an enjoyable gaming experience. You can ding the iPad for lack of physical controls or the DS for not having many mature games. While smart intelligent readers such as yourself realize this, there are tons of consoles bought due to graphical fidelity over gameplay or library selection.

The genesis of this post came to me while laying in bed this evening. I was playing Real Racing 2 on my iPhone 3GS and was struck by a few things. 1) How well this game looked on a 2-year-old phone. 2) How smoothly it ran – no stuttering and load times were all but nonexistent. 3) How well the controls worked on a device without buttons.

Next to me were a Nintendo DS and a Sony PSP, both loaded with a few top-notch games. Yet, here I was playing a racing game on my cell phone – a game that was about $25 cheaper than similar titles on its console brethren.

So the iPad 2 is as fast as the NGP, which won’t ship for another 9 months and the old cycle of developing a console and waiting a few years to improve is dead. Or dying. Develop, a website about game development noted that next-gen handheld console budgets have tripled. How much are the games going to cost? $50!?

I’ve been able to play the same games over the last 4 generations of iOS devices with out a hitch. In some cases the games are even improved on newer hardware. Meanwhile DS games are fuzzy on the new 3DS and all of my UMD games for the PSP will have to be re-purchased when the NGP is released. :-/

From one perspective, not only are the graphics a huge win, but also the financial and vitality aspects of this new breed of gaming devices.

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¹This is a bit toungue-in-cheek. I loathe predictions of the end of something. As though all previous incarnations will cease to exist in a puff of smoke.
²There was a marked increase between the 3G and 3GS in terms of horsepower waaay back in 08. Not to mention the setup up to the retina display of the iPhone 4.
³Maybe this is why Sony is not only releasing a successor to the PSP, but also the Ericsson Xperia Playstation branded smart phone. They’re no dummies and are hedging their bets that the concept of a game-only device is not the future.
⁴Maybe I suck at racing games in general, but I was surprised to find myself actually winning races this go round! Also, no controller to blame when you drive off the track do to your ineptitude. :-)

Photo by sneeu – Licensed under Creative Commons

My Life in Gameboy Time

A few years back I upgraded to my Nintendo DS Lite and sold my silver Gameboy Advance SP. I wanted to keep my SP and it was a great piece of hardware, but alas I had to figure out a way to cover some of the cost of the new DS. Off to eBay it went and I kept all 50 of my old Advance games. (I was able to justify keeping them due to the DSes’ backwards compatibility – even if I never played them that much.)

Recently I found my old Gameboy Color (Check out that radical Kiwi color!) and started playing the new DS Pokemon games with my 7-year-old niece. By finding my old Color I could play that generation of games natively on the original(ish) hardware. I noticed that I could not do this for my Gameboy Advance titles. This got me thinking about my SP and how it was such a great little handheld.*

Jackie and I did some searching on craigslist and eBay and found a SP for cheap. Since then, I’ve been looking through all my old games and showing them to my daughter. I came across a copy of Final Fantasy Tactics Advance and noticed my old save game stated that over sixty-five hours where logged.

Wow! I don’t remember playing that much of this one game, but this had me thinking. Imagine if I added up all the saved play-time from each of the 50 games. What would I end up with?

This:

That’s right, I’ve clocked in over 318 hours into my Gameboy Advance. Other interesting stats:

  • I only completed 17 games out of 50.
  • A substantial majority of my games don’t track the time played – 28 to be exact.
  • Looking at the year of release – 2002 is the most popular.
  • Role-Playing games make up the majority of the games that do track time.

I can’t believe I soaked so much time into this generation of handheld games. To make it even more mind-blowing here’s a few additional things to remember. This was just my handheld console. I also had my PS2 and Gamecube during this time as well. Additionally a large percentage of my GBA games don’t have time tracking. Big games like Zelda and the Mario titles don’t show you how long you’ve played. Imagine if I were to add those in. Lastly, this doesn’t track all the times I’ve saved before a challenging part of the game then died!

So in closing I’d have to say this is a great example of how this was such a great generation of games and I encourage you all to dust off those old consoles and give em’ another spin.

*And a great generation of games. Both Metroid titles, the 3 Castlevanias, Golden Sun Megaman Zero, I could go on.

NPC for Hire

I’ve got this great idea. Or so I thought.

A game, where everything is truly interactive. You can pick up anything, move anything with enough force. Now, a game with such open endedness will have a huge problem. How will the player know how to forward the game?

Just imaging that you awoke one day in the very room you sit in now, but you have no memory of where you’re at. you’d start to look around for clues, but where would you start?

That’s where actor controlled NPC’s (non-playable characters) come into play. These actors would be hired by the game company to ‘posess’ NPC’s to help move the story along. Each time would be different, each reacting to your actions/responses to thier input. Since they are hired by the company, they have a vested interest in seeing the continuity of the story progress.

(I’ve had this in my draft folder for far too long. Post or get off the pot – as they say.)

Photo by B Tal – Licensed under Creative Commons

Halo 3 Gives Me More Stats!

I’m a stat hound. I run iStat Menus to check how much memory and processor is being used. I check Google Analyitics daily on the site I maintain at work. And now I can track my stats when playing Halo 3! They have some pretty detailed stats on the games I’ve played, the weapons I use, my progress in Campaign (Single player) and even the military ranking I’ve achieved.

screenshotashx.jpg
Full-Size download

You can even playback any online games and record clips to share with your buddies on Xbox Live. Bluring the line of the internet experience on the Xbox is the ability to capture full resolution screenshots of any game you’ve played. They are available to view on your profile page on Bungie.net. I’m really impressed with intergration and the number of items being tracked by Halo 3 while your playing the game. That has to add some decent overhead which is amazing as Halo 3 is on of the nicest looking games on the 360.