Wayne Phinney

To some people, integrating a game into Live so deeply that it feels like you have to have it to play is a bad thing. As far as [i]Project Gotham Racing 2[/i] goes, however, this is far from the case. [i]Project Gotham Racing 2[/i](henceforth known as [i]PGR2[/i]) is one of the best games I have seen as far as integrating itself into Live as a way to make it a better game while still keeping it perfectly playable without having a Live account. I’ll get to the details of that in a moment though. I’m not generally a big racing fan. When I think of a fun racing title, it usually involves throwing turtle shells at Nintendo characters. Beyond that, I’m really not big on racing. Because of that, I went into [i]PGR2[/i] expecting the worst, but I was dead wrong. I got what is pretty much the best right from the beginning. I was blown away by this game, and it helped draw my interest back into the racing genre.

Like most racing titles, [i]Project Gotham Racing 2[/i] has quite a large selection of vehicles and tracks. The best part about the cars though is that they are real cars. These aren’t mockups of real cars and then given a different name for trademark reasons. These are real cars with their real names that were licensed by Microsoft for the game. The cars are such a big part of what makes up this game. A seasoned gamer can use a lower classed car and outrace the newbie, but yet a master of faster vehicles will be nearly unstoppable to anyone else. Thankfully, when playing online, there are ways to keep the playing field even.

One of the better features of [i]PGR2[/i] is the Kudos point system. Originally I thought, “How good can a racing game be if it keeps track of your score.?” This however did not take long to figure out. The Kudos point system is very well done, and in many races, your success is actually determined by points and not so much your ranking. Of course like any racing game, the purpose is to get first place, but depending on how well you drive, you can actually beat the first place guy by points while being in third.

The scoring is done in a variety of ways. You get a certain number of points for ranking in certain places, for doing tricks on the track like sliding, two wheels, or doughnuts, but at the same time you can get points simply for driving well. If you don’t touch any of the sides of the tracks, you get bonus points at the end. You also get bonus points for getting through certain sections of track without hitting the sides. Of course with other players, this can be hard to do even on the easy tracks, and that is why you deserve such a bonus when the time comes.

Speaking of not touching the sides, depending on how you feel about racing games, you may or may not like this. While playing this game, I thought I was playing Operation, but on wheels instead of as a board game. With the exception of the Nurburgring track, there is no grass. It’s nothing but pavement and guardrails which is good or bad depending on your view of things. If you touch the sides, the game makes a noise to let you know it, and of course you lose your bonus. You also lose any combo points that way as well.

On the subject of combo points, you can get a lot of points by stringing together tricks. Clean sections, 180’s, sliding, drafting, etc. can all be used to chain together a nice combo. A combo is when you do successive moves within 2 seconds of receiving points for the previous move. Because of this, you can get some mad combo points, spefically in the Cone Challenge.

This brings me to the game’s variety. There are many different types of gameplay. There’s the Kudos World Series, which is basically a class by class championship mode. Once you win on one class, you get to try it on the faster car class. You keep doing this while earning Kudos points and Kudos tokens to unlock more tracks, cars, etc.

In the Arcade Racing, you have a few selections. You can either do the timed runs, the street races, or the cone challenges. In the timed runs, you simply race against time. In the street races, tracks, cars, and weather are pre-selected and you simply have to beat the race. In the cone challenge, there are cone setups you have to pass through as you race. You get so many points per setup, and it’s very little, but if you can string enough moves and cones together to get a good combo, you can get some crazy scores. You have to become quite skillful to accomplish much on the cone challenge levels though.

On the topic of levels, the levels in this game go from country to country in major cities in the world. You are basically taking part in legal street races where sections of the cities are barricaded off for the races. Because of this, some races will get you thinking you are on one track when you are on another because some of the tracks share the same section of the cities. Still, there are a good number of cities, and each city has a fair number of tracks, so even though they may share some similar sections, there is enough variety in the game to really keep things going in that respect.

Back on the topic of skill, the single player mode has several skill levels for you to play at as your skill increases. Steel medals are awarded for winning races on the easiest difficulty. When I first picked this game up, I could barely even get steels because I was so bad. Looking back on it now, I can’t believe I was ever that bad. Steels are nothing now. Then there are Bronze medals, which would be the next difficulty up. From there you have silver, gold, and the hardest(and I mean this is Viewtiful Joe/Ikaruga/Contra: Shattered Soldier hard). Perhaps for experienced players these harder modes are not too tough, but for me, the average racer, they are quite difficult. I have gotten silver medals on everything, which makes me feel like less of a loser because that’s the average difficulty. The goal is to eventually get all platinums, but given that at this point most golds are even too much of a challenge for me, I don’t see this happening.

Now onto Live play. This game plays well on Live, with or without headset. Aside from the occasional jackasses who boot you for not using the car they want you to use even though they can change the race settings accordingly, it’s a very enjoyable experience. When not playng on Live, all your stats are automatically uploaded to Live. You can upload and download ghosts of certain races, and you can use those ghosts to improve upon your own skill in the game.

Live though is where you will really get your skills. When playing against computer opponents offline, they all follow the same basic strategy. Slow down for turns, draft behind opponents, and occasionally bump into you around corners to help you lose control. Online though it’s completely different. When I thought I was getting good at the game, I found out I wasn’t. I was still driving as if I was playing offline, but when getting bounced around like I was playing bumper cars, I couldn’t do a thing about it. After spending some time on Live though, things got much better, and it became an overall enjoyable experience.

I could probably go on and on about the levels, cars, features, Live support, etc. etc. but I’m not going to. Quite simply, this is one of the best racers out there, and the close integration with Live really makes you want to get Live, even if you don’t feel like playing the game online. At less than $4 a month, why not? Live is cheaper than most people realize.

In conclusion, I think [i]Project Gotham Racing 2[/i] is a very solid racer. The graphics and sounds are well done, the music is good and has variety, and the draw distance is more than good in this game. Being able to play split screen multiplayer on Live is just sweet, and makes up for the poor draw distances in offline 3 or 4 player games. Overall this is a very well done racing title and a great reason to buy a Live kit if you don’t already own one. I couldn’t be happier with a racing game that was designed to be realistic, yet still fun to play. Sorry Mario, but as much as I love hurling fireballs at other karts, I still can’t help but love [i]PGR2[/i].

Golfing on a handheld. Is this a good idea or a bad idea? Well, the only way to tell is to try it out, and I’ll tell you something. On the GBA, it works out well.

[i]Mario Golf: Advance Tour[/i] is the epitome of handheld golf. Thanks to Camelot, this game could not have been done better. In fact, I dare say that it is even better than [i]Toadstool Tour[/i] on the Gamecube. That’s right, this game is that damn good. Now, that’s certainly not to say it’s perfect, but really, not many games are. This one though is really special.

What is [i]Mario Golf: Advance Tour[/i] exactly? Well, take one part [i]NES Open[/i](the original [i]Mario Golf[/i], which happened to be superior to every golf game in the 8 and 16-bit era), add in some [i]Golden Sun[/i], and then finish it off with [i]Mario Golf: Toadstool Tour[/i]. When you mix it all together, you get [i]Mario Golf: Advance Tour[/i], and that my friends, is a good thing.

[i]Mario Golf: Advance Tour[/i] has a good deal of variety in it. You have your obligatory story mode, the quick game mode, and of course the multiplayer mode via system link, or on the single GBA. The system link is the preferred multiplayer experience though, since it gives you the ability to pit your best character against your opponent’s. Amongst the game modes, there are four standard courses, what could be described as a bonus course, and then five more “star” courses, which are basically more difficult versions of the original five courses. You might think that there’s just not enough courses to keep you entertained, but trust me, there are. Between all the game modes, all the courses, and collecting badges for each hole, there will be plenty of replayability. Then of course there’s the leveling system which forces you to play courses repeatedly.

As you play through courses, you gain experience that you can use to level up your character, or your CPU controlled partner(I recommend keeping all the experience points to yourself until you are maxed out). As you level, you get an attribute point that you put into various categories. There’s distance, fade/draw, spin, impact/control, and height. These stats will determine how your character plays. You can’t just put all of your points in distance though, because as your distance improves, you must keep up in the other categories. Otherwise you’ll have a 400 yard drive, but it’ll be incredibly hard to control, quite inaccurate, and simply put, suck. Balancing these attributes, and making sure they stay balanced all the way up to level 99 is key. Once you reach level 99 with both characters, then the experience becomes a moot point.

As you level up, you of course should become a better golfer, but no matter how good a golfer is, you can only be as good as your equipment allows you to be. That’s where the customization shop comes into play. As you travel around the [i]Golden Sun[/i]-looking game world, you’ll find a shop where you can get custom clubs, but in order to do that, you need to get a custom ticket. By performing various tasks in the world in story mode, you can get these tickets, and in turn, you get to cash them in for better clubs. Some clubs have better distance, some hit the ball lower so wind affects it less, and others have a bigger sweet spot. Determining what clubs are best for you is also vital in becoming a good [i]Mario Golf: Advance Tour[/i] player.

Let’s get down to the actual gameplay, shall we? Basically, as you play, you start out viewing the course from a bird’s eye perspective. You will do most of your aiming from here. Then you go into the behind-the-player perspective, and you can do more adjustments from there, or simply take the shot. When the shot is taken, it goes back to the overview to show you where the ball is going, and when you get close to the green, it zooms in so you can see how accurate your shot will be. Also, when you take your shot, you have the simple yet oh-so-effective shot-bar on the bottom of the screen. You tap the button to get things going, tap it again to measure your distance, then tap it again for accuracy. Even though that follows along with the general simplicity of the gameplay it certainly does work out just fine. Overall, the gameplay is done about as well as could be expected for a handheld golf game.

My only gripe about the gameplay is that when I’m on the green and trying to putt, I can’t zoom in on the hole to make a more accurate shot, I have to keep pressing left and right or up and down alternatively until I know I’m right where I want to be. Of course, even then it doesn’t always work out. Due to the low screen resolution, the hole appears to be bigger than it actually is, and until your ball gets a few feet away and you go into closeup mode, you won’t know if your shot is as accurate as expected. That’s a very minor gripe though. I had few problems with that. Half of the issue was that initially I just wasn’t any good at the game.

On the topic of putting, I feel that I should mention that this is the biggest difference between [i]Toadstool Tour[/i] and [i]Advance Tour[/i]. I find the putting to be much easier, and with the overhead view and the tiny arrows representing hills, a la [i]NES Open[/i], I find that I simply have a far better short game than I did in [i]Toadstool Tour[/i]. Simply put, [i]Advance Tour[/i] is just better.

Now to go into the sound department. While some of the sound effects and more specifically the music, may feel a bit like they belong in [i]Golden Sun[/i], it is all original music. It’s simply that Camelot seemed to go with a similar style of music overall. The thing about a golf game though is when it comes to music and sound effects, nobody ever expects anything fancy, so even though it’s only a bit above average, for a golf game it’s quite good.

Forget about sound though. I think one of my favorite features of the game is the ability to hold up to five played holes in memory for your good shots. That is to say that five birdies, eagles, hole in ones, and albatrosses get saved for you so you can view your awesomeness later. After fifty hours of gameplay though, I still haven’t gotten five hole in ones or albatrosses. While there’s a fair deal of skill involved, just like in real golf, there’s a fair bit of luck as well. There are some pros out there who have never gotten a hole in one, yet they can land the ball within five feet of the hole on a regular basis. That’s just how golf is, both real and digital. As much as skill is involved, there’s luck too. Still, I’m so glad that my flag shot that fell down and right into the cup was saved on the cartridge. That’s such a good feeling to see that shot and know that luck or not, I made that shot.

There’s only one problem with [i]Mario Golf: Advance Tour[/i]. As good as it is, it’s not perfect. I think what aggravates me the most is Doubles Play. The problem is my partner, whether she’s at my level or not, just absolutely sucks. I find that I feel more like I’m competing with her than my actual opponents. Let’s say I have a bad shot that lands behind a tree/cactus/etc. Instead of hitting it ten feet to the left or right, she sometimes hits it all the way back to the tee. In fact, one time she did this and hit the ball back behind the tee. She aggravated me to no end, and it made it really difficult to even beat my opponents with her “helping” me. I swear, the AI for my opponents was better. Sure, they made mistakes, but nothing like what she does. There were times she’d try to hit the ball over an area of water even though her best club doesn’t have the range. She’ll hit it right in, and then you get a penalty stroke. She was the bane of my existence in this game, and when I got the option to change her name, I changed it to “Bitch.” Oddly enough, she said she liked it.

Speaking of computer AI, another minor issue, and this is quite minor, involves when the computer is thinking. If it’s changing where it’s aiming and thinking at the same time, you will see game slowdown. This of course only happens when they are taking a shot, so it has no actual affect on how the game turns out, but it is a minor nuisance in an otherwise near-flawless game.

The last minor problem I had with this game is that if you are playing in story mode and trying to get the rest of the badges for your holes, on the Links and Mushroom course, you have to watch the credits again. Unless I didn’t know the proper button combination, there is no way to skip the credits even if you have already seen them once. It’s a bit of a disappointment. Especially if you’re just trying to beat your own best score in story mode. A minor thing, but still a nuisance if you just want to try the course again.

Overall though, I’ve found that [i]Mario Golf: Advance Tour[/i] is a very good game. This game was just meant to be played on the GBA, and it’s actually one of the better golf games I have ever played on any system. I even feel that it is better than [i]Mario Golf: Toadstool Tour[/i], which proves that graphical prowess and full 3D doesn’t always mean everything.

This one’s for Pickle

February 16, 2006

A new woman representing Lara Croft? I guess so. It looks like this one may actually be a bit more interesting though. She will be trained in survival, weaponry, archaeology, and etiquette and will be traveling around the world.

Now, I myself am a bit tired of the Tomb Raider franchise, but I can’t deny that this new Lara is quite attractive, and hopefully all of this training will make her more than just a pretty face and a nice pair of… eyes.

Source, as referred to me by Pickle: [url=http://www.foxnews.com/story/0,2933,185078,00.html]Fox News[/url]

Well that’s interesting. After just hearing about DVD/UMD bundles, it looks like Sony will be cutting back on available UMDs. It seems that the biggest sellers are comedies, but most everything is either getting cancelled or will be allowed to dwindle down to nothing on the shelves.

But hey… when you can rip a DVD, put it on your memory stick, and just watch it that way, why would you pay nearly $30 for a UMD when you can get a DVD for $16? Sony blames piracy. I blame price. Price the UMDs the same as DVDs and they’ll start selling again.

Source: [url=http://www.variety.com/article/VR1117938320?categoryid=18&cs=1&s=h&p=0]Variety[/url]

[quote]In the games, players can solicit “services” from prostitutes by driving their cars slowly near them. No sexual acts are in clear visible view, but during the “transaction,” the player regains health and loses money. Though the player cannot actively rape prostitutes in the game, a possible rape is alluded to once during the storyline of Grand Theft Auto: San Andreas. The prostitutes, like every other character, are also subject to homicide at the hands of the protagonist.[/quote]

Oh noes! A rape is alluded to in an M rated game (which we all know is equivalent to an R rating in a film). That’s odd… I don’t remember hearing anyone complain about the simulated gang-rape in [i]The General’s Daughter[/i] or other films. Oh but wait… since all games are made specifically for children, that’s the problem.

I can’t say enough how these games are not meant for kids. Sure, they get marketed towards kids like cigarettes and whatnot have in the past, but it only takes a little common sense to tell little Johnny that he can’t play Game X or Game Y because of content. Seriously…

Source: [url=http://www.gamespot.com/news/6144286.html]Gamespot[/url]