Sunday, September 26

This might be why Xbox Live's price is increasing...
Recently Microsoft announced, via Major Nelson’s Blog, that the price of Xbox Live would be increasing. As of right now all the prices for the United States change, 1 month for Canada and the UK changes, and then the 12-month for Mexico changes. Their reasoning behind this is that they have added more content and features without increasing the price, which is random to say, so they decided to increase the price. But this got me thinking about value.

Oh Yeah... this might be a reason too...
As it stands Microsoft considers the value of Xbox Live to be roughly $59.99 dollars worth. But I don’t and I know for sure a lot of others don’t either. Now I don’t want to just rag on Microsoft because I can’t blame them for a price increase and in all honesty they have added a good deal of content. But the problem is that I do not want and I will not use most of the content or features. I have used twitter, facebook, and last.fm once and never plan on trying them again. And I know for a fact I will never use the new ESPN feature they are adding. So why do I have to pay for these if I want Xbox Live?

All I really want is to play games. I have used Netflix and currently have Netflix, but I would be perfectly fine without it. So in reality I am paying, or will have to if I want Xbox Live in the future, $59.99 just to play games on Xbox Live.

Lets not forget this too...
So my question is why are there no tiers? I know the obvious answer… If Microsoft made it tiered and made gaming only Xbox Live for roughly $20 or less then they would stop making so much money. Plus they can’t really do that because of all the flak they will get considering PSN is completely free to play online. But I am the customer and I know for a fact I will not pay $59.99. $49.99 was pushing it to me and even then I used to get cards for $29.99 when they were on sale on sites like Amazon (and they were almost always on sale). But I now for a fact that even if I end up buying cards for $39.99 I will still be supporting Microsoft and from what I can tell that just isn’t something I want to do.

Unfortunately one person say means absolutely nothing and because such there will never be enough individuals that will group together to actually protest things. Seriously when was the last time a large enough groups of people have ever protested something and gotten their way? Civil Rights movement? If that is the case, and I am sure I am completely wrong, then it has been awhile.
And finally this too...
 But any way back onto topic. What bothers me more is when people say, “people need to shut up when companies charge the actual value of an item”. Because I reality no company charges the actual value of an item. If that were the case they would be a terrible company. Obviously every company charges more because that is how you make profit. And when Microsoft makes an estimated this much profit just for their gaming division. And repeatedly say it was because of increased Xbox Live income it makes and doesn’t make me wonder why they are increasing prices. It is kind of obvious they don’t need to, but then it is also obvious they want to cash in on the increased profit.

Worth $25?
But again I can’t blame a company for making money where it can be made, just look at Blizzard. It is what they are trying to do. My problem is the fact that so many people don’t care they are being taken for a ride. But more so I am bothered by the fact that Xbox Live doesn’t have tiers….

So what are your thoughts? Do you think Microsoft is smart or dumb and annoying; and what about the price of Xbox Live? I already said it doesn’t necessarily bother me, but does it bother you?

Sunday, September 19

Jak 3 was a game developed by Naughty Dog and published by SCEA in 2004. It is a 3D platformer that follows the story of the primary protagonist Jak and Daxter, who is Jak’s friend.

Jak 2 was played on the PS2

- Story -

In this stunning conclusion the story once again revolves primarily around Jak. As with the second game Jak 3 takes place in the same world, however it is now expanded. At the immediate start of the game, through the intro cut scene, you find out that you are banished from Haven City and thrown into the Wasteland. After this you see what happened after the end of Jak 2, which is the metal heads invading Haven City.

Since most of the world in Jak 3 was already explained in Jak 2, the story this time around has more of a focus on the characters themselves especially old characters like Jak and new characters like Damas, the king of Spargus which in the new Wasteland area. Unfortunately many of these new characters replace older ones like Samos and Kiera, who do make a few appearances but even at that are rarely in the game. Another unfortunate thing is that not all the new characters are that great. Some like Damas and Viegar, a new villain, are quite fantastic but others just are uninteresting.

Visually, This is not the game.
Even with some of the lame new characters the story in Jak 3 is just as fantastic as Jak 2, if not more. Not once has the Jak series felt like the story was just put in place to make a second or third game (the first may have been tacked on). It has always felt like it was planned and Jak 3 is no exception. How the story flows is great, it never slows down, but doesn’t go so fast that you won’t understand it. And what the story covers is very interesting, but much like Jak 2 it is slightly confusing (time paradoxes are always confusing). One of the ways Jak 3 makes the story interesting is with the foreshadowing. It does it quite well and you will often think back and remember and at some times it will blow you mind when you realize you should have noticed it back then.

The story of Jak 3 is just as great as Jak 2. Not much can be found that is wrong with it, aside from a few bad characters. It is just a fantastic story that will keep you interested into the very end.

-- Story Score = 9 / 10

- Visuals -

Visually the game is not a much improvement over Jak 2. It contains many of the same features like wide screen and even adds some new options like the brightness and contrast, but other than that is looks pretty much the same, which isn’t a bad thing.

Even still the visuals are nice.
One of the visual improvements of Jak 2 is one of the things that makes Jak 3 just great. And that is what must be some form of anti-aliasing. What anti-aliasing does it remove jagged lines and make them straighter. As an example take one of Jak’s arms. Normally the edges of the sleeves covering the arm would create a straight line. But without anti-aliasing that line would most likely be jagged. This is extremely noticeable in the series first game, Jak and Daxter: The Precursor Legacy. The anti-aliasing that is used may not be entirely perfect, but it makes Jak 3 just fantastic.

What Jak 3 does do over its predecessor is expand the amount of different locales. Instead of being stuck to a mechanical city and a few forest areas Jak 3 moves into deserts and stone ruins. Plus there is a new “alien” metallic area then just looks phenomenal. Not only do the environments of Jak 3 look good in terms of pretty textures, it also has nice effects such as a sandstorm and more. The new scenery added in Jak 3 is something that is greatly appreciated. It allows the game to never get boring, even with its environments.

Wednesday, September 15 

Neon Rider is a flash game by Louissi. It is a 2D side scrolling racing game with a technological/electronic or a sort of Tron theme that is free on various websites. If you want to play Neon Rider Click Here

Light Cycle from Tron Legacy.
The game revolves around starting in a car that almost resembles a light cycle from tron at the left and then trying to the reach the right. Unlike most games that try this the difficutly doesn't come from difficult terrain to cross, but with color. There are a total of four colors and three of the colors; red, yellow, and green only allow the same color to drive on top of them. So not only do you need to stay on your toes about changing color to drive on areas, but also sometimes changing colors to fly through them. Then there is still some terrain difficulty, but it is usually from messing up do backflips. Even though I said difficulty there really isn't any. You can go through all 20 levels with ease, but just because it is extremely that doesn't mean you shouldn't play it. Because even with its ease, Neon Rider is a fun game to play.

Flying is fun!
One of the best things about Neon Rider is the visuals. While the visuals a pretty simple they look pretty nice and fit the theme just perfectly. Each screen looks technological, especially at the beginning of every race.At the beggining the screen as a lot of pop ups such as numbers and sayings. It makes it seem like you are in a computer much like Tron. Now the visuals during game play is really simple. Essentially each race is just colored lines on top of a blue blackground. It doesn't look very advanced, but it does make it look somewhat similar to Tron (which also looks extremely inadvanced compared to today's visuals).

Colors play a large part into Neon Rider.
The sound of Neon Rider is good and bad. The good comes from the great techno music that plays during the race. Unfortunately the music stops when to return to the menu after each race, which will make you hit the replay button just to hear more of the music. The problem with the music though is that it is only one song and it can become repetitive. Along with that there is the problem with some of the FX. The FX on the menus is just fine, but what isn't fine is some of the in-game FX. In some of the levels there are some white floating capsules in the levels and when picked up by your car they let out some atrocious sound. Quality wise it sounds quite bad and the sound level is just outrageously louder than anything else so you get a blast of louse low quality sound every so often. Luckly you can turn off the FX and keep the music on, which alows the player to hear the good and remove the bad.

Even though the game is insanely easy it is still one of my most favorite flash games just because of the visuals and sound. One of the problems with the game though is even though it is a flash game it is a bit of a resource hog. My laptop can play almost every other flash game at high to medium quality and it will be perfectly smooth. With Neon Rider my laptop still runs a tad slowly when it is a low quality. Even though it does run slowly on my laptop I still play it because it is just great fun.

Play Rating
-         Must Play

Wednesday, September 15

Random Glances are a short synopsis of a game, demo, dvd, blu-ray, board game, or more that I have recently played or watched. They describe what it is, be it a game or movie, and then go into detail about what I thought of them. At the end of each Random Glance I will have a rating that will be my suggestion on whether or not to play the game or watch the movie.

Rating System for Random Glance
-         Must Play/Watch
-         Try/See it out at least once
-         Pass

Each one is my recommendation with the top (Must Play/Must Watch) being the best and the bottom (Pass) being the worst. This way I can give a quick and easily understood recommendation

The Random Glances are meant to be minor reviews and suggestions that are for interesting stuff, like Internet flash games, that can be a quick read when compared to a Post or a Review.

Sunday, September 12

With the semi recent announcement that Killzone 3’s load times will be almost non-existent, it got me thinking about load screens and load times. And in Killzone 3’s case it makes me think that saying load times are almost non-existent isn’t that big a breakthrough. It was common place a long time ago and has been done plenty of times even recently. A big example is the Jak and Daxter series. And that made me realize that Killzone 3 will most likely have load times, but what it won’t have is what we would consider a loading screen. Instead the loading sections would be replaced with cut scenes or a elevator right, much like Jak and Daxter did so well and Mass Effect (1) failed so miserably at.

Mass Effect: Numerous, long, and awful. It failed at masking loading screens

But what I started thinking about wasn’t necessarily the fact that I doubted what Guerrilla said about Killzone 3, but how developers have been coping with load times. Some just use a load screen that is plain and boring, others use a short movie or repeating clip (this is different from a cut scene), some have used cut scenes, some just add the words loading and blur the screen for a couple seconds, and then there are the games that try to mask load times with long corridors or an elevator ride.

Jak 2: I need absolutely no load screen to watch this cut scene.
Load times have almost become a staple of video games (well that and Blu-ray movies…) and what I really wanted to define was my most favorite style. Without a doubt I would love there to be no load screens or for them to be masked just like Jak and Daxter (not like Mass Effect…). But that just isn’t going to happen with every game. And I would rather a developer work on improving the game rather than spend all their time making that zero second load time. So I came up with a small list of what I think is the best, if there is an actual load screen.

It goes something like this.
-         A loading bar, NO spinning wheel or something like that. If the bar slightly changed it would be nice (to indicate the game didn’t freeze).
-         Some form on non-moving picture. Yes the animated videos of Mass Effect 2 were nice, but felt unnecessary and seemed like if they weren’t there the loading would probably have been faster.
-         For the picture… some concept art/sketch would be great, be it an environment or character art.
-         If text is included, not entirely necessary, it should either be a helpful tip (not obvious button equals reload) or funny. Also they should change throughout the game. I am pretty sure a tip isn’t needed when I am 30 minutes away from finishing… just saying.
-         Pictures shouldn’t reveal anything that hasn’t been revealed yet, coughJadeEmpirecough.

These are the things that I think would make the best loading screens, obviously the less loading screens the better, but if they are there they could at least be good. 
Jade Empire: Didn't want to see this character before their surprise appearance? Too bad the game ruins each encounter in their loading screens.

And for the whole subject of Killzone 3, I didn’t mean to come off as harsh because I think what they are saying isn’t entirely truthful. I have to thank them for getting closer to no load times, and if it is true then I have to applaud them for actually doing it.
But now onto the question. What is your perfect loading screens, not including no loading screens and load times? If you have a game as an example then go ahead and say it.

Saturday, September 11

Jak 2 was a game developed by Naughty Dog and published by SCEA in 2003. It is a 3D platformer that follows the story of the primary protagonist Jak and Daxter, who is Jak’s friend.

Jak 2 was played on the PS2

- Story -

As a departure from the previous game, The Precursor Legacy, Jak 2’s story now primarily revolves around Jak and this time in a completely different place. Jak 2 picks up very close to where “The Precursor Legacy” left off, it is exactly after, but probably roughly 2 weeks after. At the end of “The Precursor Legacy”, Jak and Daxter, along with their two friends, found a giant door. At the start of Jak 2 you find out the door is a portal and obviously enough… you end up going through it. The portal ends to taking you to a seemingly “new” world that unlike “The Precursor Legacy” this one actually has technology… and a lot of it. The story follows Jak and Daxter’s journey in this “new” world and all that, that involves. You learn about it and much like the first game you must become the heroes.

Jak and Daxter. They still don't look this good.
The story of Jak 2 is surprisingly good, albeit slightly confusing. Unlike this first game, Jak 2 packs a massive story and it doesn’t just randomly show up at the end either. Through most of “The Prescursor Legacy” you didn’t actually have an antagonist, besides boredom. In Jak 2 that is a different story, there is not only one antagonist but also two, the Baron and the Metal Heads.


The progression of the story takes place through missions that are given by a large cast of characters, who are all quite different and interesting. Before each mission, and sometimes after, a short cut scene is shown. Not only do the short cut scenes describe the mission to come, but usually shed more light on the story. In this way there is always a steady stream of new story through the entirety of the game, rather than massive amounts in small intervals. They pace the story flows is one of the better parts of Jak 2 because it never lets the game get boring. There are always new things being learned around every corner.

Jak 2’s story will keep you on your toes and will keep you coming back for more all the way to the end. It has an astounding pace to it that will never become boring, like the first game did. If you play Jak 2, expect a very good story.

-- Story Score = 9 / 10

- Visuals -

The visuals are still a big improvement though.
Much like the story Jak 2 just keeps improving on its predecessor. The graphics are improved quite a bit. Each character has more detail and it is the same with environments, especially the environments. What “The Precursor Legacy” did was have a very clean, simple look. Jak 2 gets a more war torn look that doesn’t necessarily look messy. Along with the cleaner look is the reduction of jaggies. Jaggies are what happens when a straight line isn’t perfectly straight but is in fact jagged (this can be from anything like characters to vehicles or buildings). Jak 2 must use some form of anti-aliasing, which removes jaggies, which makes Jak 2 just look phenomenal. It makes every character look in a way, cleaner.

One very nice addition in Jak 2 is wide screen, and progressive scan. This is a great option that will open Jak 2 to even more users. Most of the current TVs are wide screen and this can only be beneficial.

While “The Precursor Legacy” looked ok, Jak 2 decided to surpass it and decided to just look great, for a last generation game. In terms of visuals Jak 2 is incredibly pleasing..

-- Visual Score = 9 / 10

- Game Play -

For the most part Jak 2 still stays true to its platformer roots, but it decided to still take a step in a new direction, primarily in combat. Jak 2’s way of doing that was by adding guns. Much like its predecessor, what makes the game great is its game play and especially its combat. Anytime you punch, kick, or shoot it all feels just right. There just isn’t any complaint when it comes to the combat system in Jak 2.

While the combat system is seemingly flawless, the rest of the game play doesn’t meet that same level of goodness. Some of it is close, but others not even close at all. What is very close it the platforming itself. What Jak 2 did improve in terms of platforming compared to its predecessor was the jumping. No longer does the double jump feel slightly off. However while the controls feel right the platforming in the game isn’t always as good. Much of the jumping is good, but there are some times, especially when you get the hover board that the platforming can become frustrating. It can become frustrating by either camera angles or just awkwardly positioned jumps and ledges. Now while it can become frustrating it really only affects a very small portion of the game. For the most part the game is absolutely fine in terms of platforming.

Oh how I hate you vehicles...
The one major problem with the game, and I mean major, is the vehicles. This is one field that Jak 2 decided to one up is predecessor and in reality… it shouldn’t have. “The Precursor Legacy” proved that the open world full 3D vehicle sections just were not fun and controlled badly while the straightforward only one path to go sections were great. Jak 2 decided to fill the entire game with the open world full 3D sections and they are pretty much essential to play to game. Not only that, but they somehow found a way to make the straightforward only one path vehicle sections be bad too.

Look not a vehicle. That means its good...
The main problem with the vehicles is the bad control. Because the vehicles are hovering they tend to take wide turns, but the controls of the vehicles isn’t really the bad part. What is, is everything else involved with them. During the normal game you do missions to progress the story. Each mission is usually spread around the city, which makes taking a vehicle almost mandatory. Unfortunately the city is also filled with other hover vehicles. So if you decide to fly your vehicle then you will crash in other vehicles all the time making that path frustrating. Now if you decide to drive your vehicle while hugging the ground (there are 2 levels in which you can drive on) you have to avoid guards that spring up almost out of nowhere. If you hit a guard they will chase you making that incredibly frustrating. Along with this the city you drive around in is slow large and they position these missions so far apart that is becomes just annoying.

Then there are the races, and they are not better than the city driving. Again the driving itself is fine, but during the races the AI is insane. If you are behind them they will make mistakes, but if you are ahead they will make every turn perfectly and make no mistakes. Oh and they will also take the shortcuts too. The problem with the races, beyond what I just said, is that the shortcuts are dangerous to take because they usually involve jumping your vehicle at an exact time. If you are just before you crash into a ledge and just after you don’t jump. But the AI never messes up the jumps. And these races are all missions thus making them required the complete the game.

The only way I can put this is that the game play is fantastic if you do not have to deal with a vehicle. If you do then it is just terrible. Unfortunately the vehicle sections take up roughly a third of the game play.

-- Game Play Score = 6 / 10

- Multiplayer -

There is no multiplayer in Jak 2

- Presentation -

This is just where Jak 2 shines. The game is filled with amazing audio, and it presents the story extremely well. The only thing that could be improved is the menus and even that could minimally be improved.

The audio, much like “The Precursor Legacy” is just phenomenal, especially the voice acting. Every voice actor from the first game reprises their role (if their role is still in the game) and the new additions are just great, except maybe one. In my review of “The Precursor Legacy” I complained about Jak’s lack of voice and they decided to fix that in Jak 2. However, his voice actor either took the gloomy slightly brooding hero too far or his script isn’t very good. Either way it is still fine and doesn’t hurt the game in terms of voice acting. The other audio is great too. The music is good and so are the sounds. Everything from the background music to the sounds in combat sounds great in the game.

One of many cut scenes that are just great.
Along with the audio is how the story presents itself. The first game had minimal story and with that had minimal cut scenes. Jak 2 decided to change that. Almost every mission has a cut scene and they are just fantastic. They are all rendered in game and they really suck you into the experience. And Jak 2 doesn’t allow just a few cut scenes to be great, but they have a couple hundred cut scenes in the game with each being as good as the last.

Another thing Jak 2 retains from the first game is that it has no loading screens. The game goes from you running around into a cut scene in the blink of an eye and transitions back just as quickly. It makes the game flow extremely well and looks extremely nice.

The only complaint in the presentation is the menus. It isn’t bad at all, but it could be a little quicker. It isn’t a very large complaint, but it was noticeable how quick the rest of the game is, but then how much slower the menus are.

Even with the minor complaint about the menus it just has no way of making the presentation of Jak 2 to be anything less than phenomenal.

-- Presentation Score = 10 / 10

Final Section Scoring
-         Story = 9 / 10
-         Visuals = 9 / 10
-         Game Play = 6 / 10
-         Multiplayer = N/A
-         Presentation = 10 / 10

Even with the vehicle sections that were atrocious, the rest of the game makes up for it I couldn’t recommend Jak 2 any more. It is just a phenomenal experience, with the obvious exception, that just needs to be played and played not only by fans of platforming, but just fans of gaming in general.

Average Total Scoring
-         Average Score = 8.5 / 10

Total Time Spent To Complete Single Player
-         Roughly 12 hours

As a final note I would like to add that the scoring system might not be entirely accurate. It is more in place as a brief overview of my experience, but if you want to fully know what I thought about the game then the actual written portion of the review must be read.

Tuesday, September 7

Jak and Daxter: The Precursor Legacy was a game developed by Naughty Dog and published by SCEA in 2001. It is a 3D platformer that follows the story of the primary protagonist Jak, who is silent, and Daxter, who is Jak’s friend. Technically the story revolves around Daxter, but the player takes the role of Jak.

Jak and Daxter: The Precursor Legacy was played on the PS2

- Story -

Jak and Daxter isn’t a game with a predominantly strong story. When the game starts you are thrust into a cut scene without notice and introduced to many characters that will not actually make an appearance until much later into the game. But this does introduce the main characters and actually starts the player onto their path. At the beginning Daxter actually falls into a pit of dark eco (evil energy) and is transformed into a small furry creature (aka Ottsel). Jak and Daxter then return home to get advice from a sage, who is their mentor, on what to do with Daxter. This starts you on a journey across the world to meet some people that may be able to change Daxter back to his former self.

Jak & Daxter. If only they looked this good for real
After that point in the story you are shoved into the role of gaining power cells that you need. Now the player is without story progression for quite some time. This is one of the major drawbacks of Jak and Daxter. The game has very short scenes that move the story forward and then the player is told repeatedly that they have to get more and more power cells. It is not until the very end that they game decides it would like to actually start having a story.

Without the story the game will eventually become sluggish and raise the question of why the player is still… playing. It seems like no progress is being made until far to late and that hurts the story greatly.

-- Story Score = 3 / 10

- Visuals -

Unfortunately these are the graphics.
Being a game from 2001, nobody can expect the highest and most technologically advanced visuals. With that said they are still quite good. No the game doesn’t have wide screen support, but it does actually look pretty nice. It is very clean and the art style works extremely well for the game. Along with that the game touts the fact that there is technically no loading screens. In some areas there are some pauses when passing to the next area (meaning the game doesn’t move, but you can still see it). So there are still loading sections in the game, but they are rare (only a small number are in the game, possibly 2 or 3 times that it happens) and when they happen they only last for many a two seconds, tops.

For the visual quality of the game and the technical performance, the game is just outstanding.

-- Visual Score = 9 / 10

- Game Play -

Jak and Daxter does game play quite good, but not absolutely outstanding in any way. The combat in the game is quite good, with very easy to use controls that are responsive, to a degree. In combat the controls are responsive, but jumping is a slightly different story. For the most part the slight unresponsiveness of the double jump doesn’t affect the game, but there are parts that become frustrating because of it.

One slight problem during game play is the tasks the player has to do. In each area most of them are achieved the same way. It wouldn’t be as bad if the game had some direction, story wise, but since it doesn’t it does become slightly mind numbing.

Must collect eggs!
There are a few different types of game play. For the majority of the game it will be on foot and be plat-forming. And for the most part these are great. To change up the experience of the on foot game play the game even throws in some special powers like fire and lightning speed, and these times are just great. But then there are also vehicle sections. Most of the vehicle sections are fine. At parts of the game you must go from point A to point B and these are timed, in their own way, but are fairly easy and a fun change of pace. But then there is one part of the game world that is vehicle only and is quite possibly the worst section in the game. While the vehicles control fine in a controlled one way space, in the 3D level it just doesn’t work quite as well.

The problems that show up in game play don’t affect enough of the game to make it bad, but it still is bothersome when experienced and depending on the person it could make quite an un-enjoyable experience.

-- Game Play Score = 7 / 10

- Multiplayer -

There is no multiplayer in Jak and Daxter: The Precursor Legacy

-- Multiplayer Score = N/A

- Presentation -

Jak and Daxter presents itself quite well in most of its ways. Everything that is present in the game is quite fantastic, but the game is just lacking in content. The voice acting and sound is a great example. The voice acting in the game is just fantastic, especially from the voice actor of Daxter. However even with the great voice acting of Daxter it falls slightly short when no response comes from Jak… ever. Having Jak be speechless in the entire game makes many of the conversations slightly one sided and do hurt the give and take which would help develop the character we are playing.

At least a change in gameplay and scenery.
This is the same problem with the cut scenes. The ones in the game are great. They are done well, but there needs to be more of them. With the amount there is the story progresses far too slowly.

There is one thing the game just does great. Sometimes when the player, Jak, dies Daxter will talk to you just before the game resets to a checkpoint. Many of the things Daxter says are either jokes, and are funny, or just silly things. The things Daxter says along with the great voice acting almost made me want to keep dieing just to hear them.

Now there is no denying that what the game has is absolutely fantastic. That alone makes this game worth playing at least once.

-- Presentation Score = 7 / 10

Final Section Scoring
-         Story = 3 / 10
-         Visuals = 9 / 10
-         Game Play = 7 /10
-         Multiplayer = N/A
-         Presentation = 7 /10

While this game is by far my least favorite of the three primary Jak and Daxter titles, it is still quite fun and a necessary game to play prior to the other two. Even with its problems it is still a very enjoyable experience that any fan of 3D platforming can enjoy.

Average Total Scoring
-         Average Score = 6.5 / 10

Total Time Spent To Complete Single Player
-         Roughly 8 hours
_______________________________________________________________
As a final note I would like to add that the scoring system might not be entirely accurate. It is more in place as a brief overview of my experience, but if you want to fully know what I thought about the game then the actual written portion of the review must be read.

Tuesday, September 7

Reviews are exactly that. They will be primarily about video games, but could eventually expand out to things like movies or possibly even board games.

They go into full detail about each respective item (like each facet of the video game) and much like every other review it is opinionated. However, I do want to insert factual information such as the length of the single player, as it was for me, and what game modes there are in the multiplayer.

Each review does have a score, which is the average of the review sections. The scores are based off of a 10-point scale and each section has its own score, which is also out of ten points. Whoever, the end score (or average) can include .5 or more increments than the section scores.  The sections are: Story, Visuals, Game Play, Multiplayer, and Presentation.
      
         -  Story looks into well… the story. It includes the characters the possible paths taken by the player and more. I do try my best to not include spoilers, but it can’t always be helped (they will never be end game spoilers). Also what may seem like a spoiler may not be once you play the game.
         - Visuals includes the graphical quality of the game. This can be the games textures, lighting, and shadows. However I usually won’t go into a great deal of detail in each area of visuals. I will detail the high points, low points and also the overall quality of the game’s visuals.
         - Game Play looks into anything that involves game play. This can be from the shooting mechanics to the dialogue system. It can also include the game’s difficulty, unique features, and more.
         - Multiplayer is a section that will not be detailed in each game. This is because either the game does not have multiplayer or unfortunately I was unable to try it. This section detail, when it is included in the review, all of the online features. Which can range from game modes to a special leveling system.
         - Presentation includes the many different things. The primary one is the  audio. The audio can range from the music in the game to the voice actors/actresses. It also includes sound effects like explosions, gunshots, swords clashing and more. Another area of Presentation is the user interface, and how well it works/looks. The last area will usually be the quality of how the game progresses and this can be in the form of in-game cut scenes or loading screens.

However, even though the review is scored, the score itself is more in place as an ability for the reader to briefly glance and see what I thought. These scores may not actually be completely accurate to what I thought on the game though. So if the reader wants to fully know what I thought the review must be read.

Monday, September 6

Ask almost any “hardcore” console gamer and they will undoubtedly say that motion control just needs to go away or even possibly die. They don’t think it adds much to games. Plus why do they need to look like an idiot while playing them? But then I got to thinking… didn’t we, in a way, take this “freedom of movement” step already? And wasn’t it recent?

Dual Analog was a huge improvement for gaming. Yes, it took a little bit to get used to, but it allowed for so much more. It gave console gamers the ability to look up and down while move forward and backwards. Without console gaming, and even possibly gaming in general, would not be the same. But when it comes to Dual Analog the effect is usually more in game than compared to what the Wii motion controls do. Many can say what the Wii motion controls have far less impact on the games themselves, which means it could have easily been done with a normal controller.

Is this really what we want?

But I don’t think that is true. With every new technology not every avenue is explored immediately and I think motion control is just taking longer than Dual Analog. Look at newer games like Zelda and the Skyward Sword. It would be a pain to switch between a vertical and horizontal slash. It not only would take up an extra button but it also would be down right awkward and unnecessary. With a motion controller it is simplified, much like how dual analog simplified looking up and down while moving forward and backwards. Another game that would benefit greatly from motion control would be Metal Gear Solid: Rising, even though I think there are no plans for it… sadly.

Whose arm looks broken? All Thanks to Kinect.
The examples I gave may just seem like I justified people’s belief that motion control in unnecessary. Because like I pointed out, motion control would only make it easier, which may be only a small impact. But that was roughly the same thing dual analog did when it was released. There were already shooters with the ability to aim up or down, but dual analog only made it easier. Also some games, even now, don’t really benefit from dual analog (primarily RPGs like Final Fantasy). So how different is motion control?

This completely unreal event may be something of the past.
I think the biggest thing hurting motion control is casual games. You see a Wii controller, Playstation Move, or a Kinect and you will immediately think, casual games. Fortunately for dual analog it didn’t get associated with just a type of game but gaming overall, which includes casual games. Motion controls don’t have to be built solely around casual games, even though majority of them currently are. If the casual games weren’t associated with motion controls I think it may be regarded as the next dual analog. Because we all know the only other complaint is that they make you look stupid while using them… And we know that isn’t necessarily true… unless you are using the Kinect. Then you look stupid and incredibly creepy.

So the question is, do you think that motion controls are the future and if so are they capable of more benefits than just freedom of movement? If not, then explain your reasons, beyond the ones I mentioned.

Monday, September 6

The Post… well posts are the standard style of blog post. These posts will present either an idea or thought, give my view of it, which may include what can be done or should be done, and will then usually end with me asking a question to the audience based on the blog post. This is a way to communicate with readers and possibly get actual discussions going.

These will usually be about video games, but can include movies/television and even technology (Like PCs, TVs, MP3 players, and more). The posts can range from either small or large ideas, with some being 3 pages in Microsoft Word. I will try to release posts that are not excessively long, but on occasion they may be quite long, so just warning any potential readers.