Monday, 4 May 2009

FAQs

I'm playing through FFX just now and using an FAQ from GameFAQs to make sure I don't miss anything and to help with boss strategies.

A few things have came into my mind concerning this: what drives someone to type thousands of words into a text file, for free, for anyone to read, especially for massive games such as this? It must take a certain kind of person to go into so much detail, revising and editing a huge document just for other people to use for nothing.

Additionally people who use FAQs - me included obviously - must have different reasons to do so. I'm using a spoiler-free FAQ (even though I've played the game through before and am familiar with the main plot points), but spoiler-free as it is, you can still catch what's up ahead by glancing a few lines down, like the name of a Boss.

I guess some people use it because they can't be bothered figuring out puzzles and so on, but doesn't that take away the fun of playing a game?

Saturday, 2 May 2009

360 Motion Control, Blur

Apparently Micrsoft are gearing up their own big reveal for E3, something that is quite obvious but still big news - a motion control accessory. It looks like the Wii sensor bar with a camera embedded in it, but I can only image the types of games being developed for it as I type being included in the "casual" bracket.

The new issue of Edge dropped through my door today too, with Bizarre Creations' new game on the front, Blur. The hype is that it's like Burnout with some social networking features built in. Frankly I could just use another iteration of PGR.

Friday, 1 May 2009

PS3 Motion Sensing Controller Rumoured

Eurogamer has a story up citing Variety, apprently they have multiple sources telling them about a new controller for the PS3 that uses LEDs and a camera to get more accurate motion sensing, even the distance away from the TV.

http://www.eurogamer.net/articles/ps3-to-get-motion-sensing-controller

It smacks of desperation of Sony's part in my opinion - their attempts at hitting the casual market so far have been lukewarm (Singstar did well, but who remembers the Eye Toy now?) and it's obvious that shifting focus to Nintendo's market with improved technology is their new goal. I guess we'll just have to wait until E3 to find out.

Thursday, 30 April 2009

Banjo-Tooie Now on XBLA

Just noticed this morning that Banjo-Tooie is available on XBLA. I'm sorely tempted to snag it, though I might wait until the end of the month so I've got a chance to play all the other games I've been meaning to finish.

Also it appears that the rumours of a new PSP iteration might be true, several places are reporting it will be called "PSP Go!", and has a slide-out control interface and camera integrated. I'm pretty certain I won't get one though, just like the DSi doesn't interest me in the slightest - I want to play games on them, not manipulare pictures...

Wednesday, 29 April 2009

First quarter of 2009 roundup

I've started a new game of FFX. I've been caught up in the hype for FF13 and though it rude not to have finished 10 or 12 yet, so I'm doing that now. I'm playing through FFX with an FAQ to make sure I don't miss anything, at least up until the point I managed to reach the first time I played through - some really cheap boss that turns you into a zombie and has a move called "Mega Death".

Banjo-Tooie is on XBLA very soon (tomorrow?) and I think I'll definitely pick it up. I completely finished Banjo-Kazooie on XBLA because I enver finished it as a kid, but I've never played the sequel at all. Mario 64 clones are a long forgotten genre of two generations past it seems.

Peggle has ensnared me in its casual jaws too, even the wife enjoys playing it (somewhat). I've almost given up on doing all the Challenge levels though, some of them are just rediculously hard.

As usual, I've got too many games to play, and not nearly enough time to play them...

Tuesday, 6 January 2009

Review: Virtual Pool Mobile (iPhone)

Virtual Pool Mobile, from the makers of popular PC pool series Virtual Pool, have somehow managed to squeeze the excellent physics and rudimentary graphics of the aforementioned into the confines of the iPhone, whilst retaining all the control and playability.

The control scheme is one of the rare occasions where the touch screen is put to perfect use. Moving your finger anywhere above the cueball adjusts your aim and viewing angle, while shooting can either be done from a power meter/button press or from pulling back and striking forward the cue yourself. The latter is my preference, allowing for more synaptic feedback and consequently feeling like a real game of pool.


The campaign mode sees you challenging progressively more difficult AI opponents with bizarre descriptions and cheesy stock photographs across different pool halls, before eventually meeting Curly in the deciding grudge match. Curly's videos, presented after beating the head honcho of each pool hall, are hilarious throwbacks to the early days of FMV in games that add a welcome kitsch, preventing the game from coming off as po-faced like some other straight-laced simulation games might do.

VPM is an addictive timewaster that suits the mobile platform. I would love to see some online play in an updated version, but regardless this is an essential purchase for anyone still ambivalent towards iPhone gaming.

Celeris website - Wikipedia

Monday, 5 January 2009

Back Again

New Year's Resolution: write more.

Left 4 Dead is a phenomenal game and is pretty much the only title I play at home now. Valve have taken co-op - usually an add-on or ticked box in other titles - and expanded it into an entire game design. It works so well that it's alarming that no-one else had thought of it before. Granted, this type of game only really work playing with other humans with headsets as the erratic bot behaviour proves, so perhaps it has been a long time coming.

There's no other game I can think of that has so many unscripted (or perhaps semi-scripted) delights and the game continues to surprise at every playthrough: the emergence of alternative routes, debating and testing strategies for survival, "special" infected spawning at random places, all contribute to some of the most dynamic gameplay yet seen outside of a PC.

I remember one particular playthrough clearly: in the Blood Harvest episode my team tried hiding in the two cupboards on the ground floor in the house in the finale. We ended up getting ambushed by a smoker and a hunter though. Next attempt we decided to try hiding on the mezzanine level of the huge barn next to the house, and it worked a treat.

I haven't even mentioned 8 player versus mode yet.