Joe Teed

Halo 2 to be Vista-only

February 9, 2006

In a move calculated to enrage or be ignored by gamers everywhere, Microsoft will be releasing Halo 2 on PC as a Vista exclusive. There is no word on whether this will be due to new technical features only available on Vista, or if it is just a pathetic attempt to try to coax people into upgrading.

I don’t know about you guys, but I hate OS version or CPU “exclusives.” If it can run on my system, it should. The Unreal Tournament 2004 XP-only levels were a big enough slap in the face, but at least there weren’t many of them and they didn’t get used on many servers. On the other hand, I have to temper my opinion with the thought that while Halo 2 was a damn decent game, it really didn’t feel like much of an upgrade over the original, and we PC gamers are basically smothered with solid FPS titles to begin with. Halo 1 certainly didn’t make much of a splash by the time it hit PC.

Source [url=http://www.xbox.com/en-US/press/2006/0206-halo2vista.htm]Xbox.com[/url]

Parappa M-I-Xing live!

February 6, 2006

Someone has decided to put on a live Parappa performance as a marketing project. I don’t know how many of you remember Parappa, but it was an oddball game that became an instant classic and really did a lot for the whole “rythm game” genre.

Check it out here:
[url=http://www.joystiq.com/2006/01/25/parappa-the-rapper-live-performance/]Parappa Live[/url] (via Joystiq)

Retro Gaming Lives!

June 17, 2005

[url=http://www.playmessiah.com/onlinestore/index.htm]Messiah Entertainment[/url] has some really nifty wireless NES and SNES pads for sale. I have heard that these pads are absolutely great and will probably be picking some up, but it doesn’t stop there. They are building their own consoles that play old NES games, and support for four wireless pads built in! Supposedly these systems will also connect to the old carts better so you don’t have to blow on them anymore (and it will also accept Famicom carts, to boot). I for one, will be picking up a “Generation NEX” and 4 pads to go with it.

LEGO Star Wars

April 20, 2005

[floatleft]http://www.snackbar-games.com/images/reviews/legostarwars/cover.jpg[/floatleft]Let’s face it: I love LEGOs, and I love [i]Star Wars[/i]. If a very mediocre [i]LEGO Star Wars[/i] game came out, I’m sure I would love it. They would have to go through very little trouble to get my money. But despite this, Traveller’s Tales didn’t make a mediocre game. They really went the extra mile and pulled together a really fun and solid experience.

First of all, this game may be one of the best-looking [i]Star Wars[/i] games ever. Because of the LEGO theme, a minimal polygon count gives a prefect representation of the world and characters. This left the developers more room to add in lots of cute lighting effects and reflections and such. My machine is quite a capable PC (unlike poor Snowcone’s), so I was able to kick the resolution up to 1600×1200 with all the effects on, but any fairly modern machine should be able to make this game look beautiful.

The LEGO and [i]Star Wars[/i] themes are used expertly throughout the game. The first part of [i]Episode III[/i] takes place in a huge space battle that will open the movie. It is so intense that it just has me salivating to see what the movie will be like, with dogfights and capital ship flybys throughout. The levels all manage to remain true to the movies while still keeping a LEGO look and feel and an excellent sense of humor. This is not to say that the game isn’t violent, and some of the most amusing scenes have a sort of morbid twist on them, but nothing that should disturb your kids. The cut-scenes are very well done and extremely entertaining. The game itself ranges from relaxed to frantic, but never lets up.

[floatright]http://www.snackbar-games.com/images/reviews/legostarwars/ss05_thumb.jpg[/floatright]In discussing the gameplay, let’s get one thing out of the way: this game is really, really easy. It’s designed for kids, and although I still really enjoyed it, it’s not the sort of game you play for a challenge. You have unlimited lives, and the only cost to dying is a small amount of Lego studs (the coins of the game). Aside from this, the game is mostly a very simple platformer with some basic combat and problem-solving. There are a few vehicle levels, which range from a somewhat poor pod racing level to a scrolling shooter to an incredibly brilliant (if basic) rails shooter set at the opening of [i]Episode III[/i] mentioned earlier. Outside of these, the rest of the game, including the main interface, takes place in a 3D-platforming world. However, the game has a lot more to it than just jumping and attacking things.

Despite only using a few buttons, the game has a wide variety of actions: many characters have special actions, and you can switch characters during a mission using a “tag” option that allows you to switch for an NPC. Various obstacles must be circumvented by using just the right character: Jedi can move blocks and make new items with them, droids can open doors that nobody else can unlock, blaster characters can hook onto strategically placed grapples, etc. Many of the hidden collectibles on the levels can only be accessed by using just the right character, even though sometimes that character is not in your given entourage for a specific level. Fortunately, you can unlock characters for free mode by completing levels or by buying them from Dex. You can unlock not only allies and main characters, but also every enemy in the game. Some of the characters are really fun to play with, especially [i]Episode III[/i]’s General Grevious, who has a lot of lightsabers and knows how to use them.

Really it is the collecting that makes this game so much fun. And unlike most games of the “100% collection” variety, the game is easy enough that it shouldn’t be too frustrating to find all of the secrets. The exploration part of the game really adds a lot to the replay-ability of the levels. It also brings tangible rewards in the form of a hidden level and more unlocked characters. The LEGO people you unlock walk around the diner (which forms the interface for the game), getting into fights with each other at random. Just watching them or jumping in on their fights is often entertaining by itself. The other unlockables include cheats that change out your weapons for brooms or give everyone mustaches. And the secret area in this game is brilliant and also hints at a possible sequel based on the original trilogy! Most of the fun in this game is in the quest for all of these secrets.

[floatleft]http://www.snackbar-games.com/images/reviews/legostarwars/ss07_thumb.jpg[/floatleft]This game was incredibly well polished, even if it is very simple, and well worth $30. Anyone who loves [i]Star Wars[/i] or LEGOs should have fun with it, and it is simple enough for younger kids to play with a little help from a player two parent. I only have one word of caution: if you don’t like spoilers, you may want to keep away from the last third of the game until after you see [i]Episode III[/i], since it gives a lot of the plot away (I have seen things on almost the entire movie, and I still learned one or two things). It’s a nice, relaxing exploration game that might make a nice break from some of the more intensive fare of a gamer’s library.

[floatleft]http://www.snackbar-games.com/images/reviews/zeldaminishcap/cover.jpg[/floatleft]In a way, I’m pretty happy to be done with [i]The Minish Cap[/i] because now I can go to sleep before 2:30 a.m. The past two nights have seen me utterly caught up in the game as “a few minutes more” became hours and hours of [i]Zelda[/i] questing. I love [i]Zelda[/i] games, and this one has easily maintained the tradition of being hard to put down.

Like the two [i]Oracle[/i] games on the GBC and the GBA [i]Four Swords[/i] mode in [i]Link to the Past[/i], this game was actually made for Nintendo by Capcom and is actually a direct prequel to the [i]Four Swords[/i] games. It tells the story of the sorcerer Vaati and Link’s first quest to defeat him. In order to do this, he must enlist the aid of the Picori, cute little forest fairies who look like little squirrels. The problem is that nobody has seen the Picori for a hundred years, and most people seem to think they are a legend. Once again, Link has to go out and save the kingdom single-handledly, while the rest of the world stands around befuddled and completely clueless to the fact that there is a huge battle ensuing between good and evil going. Go about your business, Townsfolk! There’s no need for you to offer the sole hope of humanity’s salvation a discount at your little shop! Oh well, at least we can take joy in the traditional outlet of pilfering people’s possessions from their homes, unhindered by law or conscience. And lucky for our friend, he meets a talking magic hat named Ezlo early in the game.

[floatright]http://www.snackbar-games.com/images/reviews/zeldaminishcap/ss13_thumb.jpg[/floatright]Every [i]Zelda[/i] game has to have a twist on how you interact with your environment, and here the twist is a system that lets you shrink to a tiny size and get into areas that the larger Link cannot, which is vital in his search for the Picori. Whenever you spot a portal, which is usually a hollow log or overturned vase, you can stand on top of it and Ezlo will shrink you down to a tiny size. Although you can’t use your items or interact with the larger world much, you can now take advantage of tiny portals and access ways that normal Link is too big for. Some of these even lead you to micro-Link-only areas, where you regain normal control of our hero, but now surrounded by giant barrels, shoes, and other everyday elements. This inversion of normal proportions is used to great effect in a few boss fights, where Link faces off against humongous versions of some of his traditional foes (OK, I realize that the monsters are the right size and it’s actually Link that is really small, but you get the idea). While the effect is not overall as dramatic as having a complete duplicate dark or future version of the whole world, it is used to very good effect throughout the game.

As usual, Link must collect various items to help him in his battle against Vaati and Hyrule’s general (and very large) monster population. Like the previous Game Boy [i]Zelda[/i] games, the game manages to come up with some pretty creative new ideas while keeping the old favorites. Aside from his sword, shield, and boomerang, Link sees the return of things like the arrows, bombs, and Pegasus boots. He’s also got the traditional Ocarina to take him from place to place on the map. The new inclusions are a Gust Jar that acts as a sort of magic vacuum, and Mole Mitts that allow Link to dig through certain types of rock. There’s even a magical “staff of flipping things over.” The new items are different enough that the game doesn’t feel like it’s just recycled material.

The graphics for this game are bright and well-done. The game manages to equal a [i]Link to the Past[/i] in look and feel without borrowing sprites from the older game-although Link himself is basically the same one we saw in the GBA [i]Four Swords[/i]. The sprite effects are nice and fairly well-done. I’d say that there’s nothing we haven’t seen before here, but it more than meets the challenge. The art direction definitely takes the game into a brighter world than we’ve seen in a 2D [i]Zelda[/i] game.

Like all [i]Zelda[/i] games, the game is mostly kept linear by limiting your exploration area until you find the right item to overcome a certain type of obstacle. The same pseudo-freeform system is still in place, and it holds up very well. The game is also packed with exploration and side quests, with plenty of hidden areas, or areas that can only be accessed by backtracking with a new item. The game adds a new side-quest element in the form of “kinstones.” These items look like an oddly cut half of a medallion, and you find them constantly throughout the game. If you find a matching half with another character and pair the halves up in a process known as “kinfusion,” secret areas will open up, chests will appear, and new characters may even pop up. Unlike the chains of trading missions that are so constant throughout the game, most kinfusions are not dependant on each other, so if you miss one fusion, you can always come back to it later. I prefer this as I’m not really a fan of searching the whole game for the one guy I forgot to talk to who wants a bunny mask. The kinfusions range from required tasks to continue in the game to mundane optional quests that help you get a few rupees or mysterious seashells.

The mysterious seashells are used to buy figurines of everything in the game from the figurine shop. “Buy” is not really the best word in this case, I suppose. What you are doing is buying a chance to get a figurine that you don’t have already, although you can spend more shells to increase your odds. I would have played with this more if each purchase didn’t take so long. They should have cut down the screens of text involved in the exchange. Still, it’s a neat addition to keep the game interesting for you 100% completionists out there.

[floatleft]http://www.snackbar-games.com/images/reviews/zeldaminishcap/ss04_thumb.jpg[/floatleft]Now, I do have a few problems with the game, but obviously they don’t come close to the positives or I would have done something yesterday and the day before-gone outside, even. My first complaint is the use of buttons. Even though the GBA has four buttons, the L button is used only for kinfusion. This makes it a dead key in all but total non-combat situations, and it makes no sense from a gameplay point of view. The R button is used for rolling, lifting/grabbing, and talking to people, but the A button can also be used for all of those except rolling. The result is that you primarily use the face buttons. Like all previous Game Boy [i]Zelda[/i] incarnations, you can assign any item to either button, but you can only use two items at a time, including sword and shield.

After the excellently playable way a Link to the Past was handled, you would think they would have copied that same design. At the very least, they could move roll to the L button and allow you to assign another item to R. I was annoyed that I had to constantly pause and switch items in the old Game Boy games, but they had the excuse of only having two face buttons. This control issue shouldn’t exist on the GBA. The game is also short like its older Game Boy cousins. I was really hoping for something more drawn out after playing [i]Link to the Past[/i] about a year ago. Perhaps I’m lucky that it didn’t, since during the three days that I played through it, I have pretty much done nothing else outside of work except eat and check my e-mail. I’d say the game should last about 10+ hours-a little longer if you want to get all the side items.

I love the 2D [i]Zelda[/i] formula, so maybe I’m a bit biased towards this game, but I just couldn’t stop playing. I don’t see a lot of replay value in the near future, but the completionists in the audience might, and I do tend to pick my old [i]Zelda[/i] games up at a later date to brush up on them. If you are a [i]Zelda[/i] nut, you probably already have this game. If you aren’t, be warned that it’s a little easy and a little short, but there’s a great game in here. If you want a nice adventure game that will totally suck you in, pick this up.