PSP

Atari Classics Evolved

February 8, 2008

Retro compilations are rarely a good thing, and Atari Classics Evolved is no exception. Included are Centipede and Millipede, Pong, Super Breakout, Asteroids, Asteroids Deluxe, Missile Command, Lunar Lander, Battlezone, Tempest, and Warlords. Of the entire package one full game and one sub-game are worth playing – Tempest (and Tempest Evolved) and Pong‘s first-person Air Hockey mode. Everything else in the package is either horribly broken, horribly ugly, or both.

Some games just aren’t appropriate for some platforms. Fighting games were a poor fit for the GameCube, anything requiring more than three buttons is a bad fit for the Wii, and Atari’s old arcade games are a bad fit for the PSP. Why? Because in order to play many of them the PSP must be turned 90 degrees putting the directional pad at the bottom, the buttons at the top, and the shoulder buttons to the left of the screen. How are you supposed to hold the PSP, hit the buttons properly, have a good time, and not be hugely uncomfortable? If your game isn’t comfortable to play it doesn’t matter that it’s a classic.

Many of the games, due to being originally released on the Atari 2600, were designed with the antique console’s paddle controller in mind. Games like Pong and Super Breakout just don’t feel right without the physically turned knob as a control mechanism. These ports, aside from Tempest, are lazy, uninspired, and not worth your time. The evolved editions, again aside from Tempest, fare little better. Gone are the classic graphics and sound you remember from your youth, and in there place are half-hearted three-dimensional clones and bass-heavy club-inspired music. The whole thing stinks of the recent Tony Hawk-esque Guitar Hero III brand of extreme video games. Centipede isn’t supposed to look and sound like a trance club.

There is some good here. Tempest is as fun as ever – in both classic and evolved modes. The music still stinks, but Tempest should have been updated graphically years ago. If you like shmups, have never played Tempest, and don’t have a Live-enabled 360 then Atari Classics Evolved may be worth a rental for Tempest alone. Pong, at least the air hockey mode, is also fun and worth playing if you’re saddled with this compilation. It’s nothing complicated, but Pong as played from the first-person perspective is interesting and a fun new take on the game.

Atari Classics Evolved isn’t worth your time – even at the budget price of $20. It’s a quick port of quick ports to Microsoft’s Xbox Live Arcade, the orientation of the PSP makes many of the games uncomfortable to play, and you can get the only part of this collection worth buying on XBLA for $5.

When a predator ship containing alien facehuggers crash lands near a sleepy Colorado town, you are sent in as an Elite predator to destroy all traces of the alien outbreak while avoiding the locals.

Aliens vs. Predator: Requiem is essentially an exploration action game. To aid you in your task you have three predator vision modes beyond your normal eyesight: Tech, alien and thermal. You will use these modes of vision in to find and destroy bits of predator technology and alien facehugger husks left along the way. By eliminating these pieces of evidence and destroying the aliens you come across, you gain honor which unlocks more powerful weapons for you to use.

Each mission offers little variation of the same theme with the added attempts to save locals from being eaten by hungry aliens. Maps tend to be too dark and hard to see, and the repeated necessity of going to alien vision mode to get hard to find alien artifacts begins to wear on the player. Fighting becomes banal after the first level as it becomes a rinse repeat process of locking on to oncoming foes and blasting them with your shoulder cannon or melee attacking them if they happen to sneak up behind you. The only moments the game gets interesting is when multiple enemies attack you at once, causing you to use a little bit of caution lining the enemies up in such a way so that they don’t flank you.

The game is ridiculously easy, and the fights barely worth it, and the score system is based on “honor points”. These honor points are supposed to allow you to upgrade your weapons, but there is no choice involved, nor any clear indication as to when you are close to said upgrades, they are just randomly given as you progress the story. Tagging aliens is supposed to give more honor, and letting humans get killed subtracts, but neither matters as the addition and subtraction of points doesn’t really affect the honor score greatly.

The graphics are not so great on the PSP; the predator and alien models are decent but the terrain is blocky and the lighting is horrendous. Most of the time the camera works in your favor, but when engaged in a fight, it quickly devolves as you can’t lock on to a flanked enemy chewing on you from behind. And while the vision modes do offer a good effect for the game, they are equally as hard to maneuver in causing frequent changing of modes and general frustration.

Beyond the story mode there is a timed attack mini-game that lets you wander a game map while killing as many aliens as you can for five minutes. Once again there is a score that must mean something to someone, but since it is not saved, it just happens to be some sort of metric. Multiplayer uses the same mode with both PSP’s fighting as one of four predator characters, while each kill aliens and get a score at the end. Each PSP doesn’t even register the other score so if there is some kind of cooperation or competition element I still haven’t been able to figure out exactly what it is.

Overall AVP:R is a ho-hum game that delivers little action and less thrills, and while I wouldn’t call it a horrible game, it has enough poor qualities to it that I would only be able to recommend it for die-hard AVP fans who have the capability to rent it.

Silent Hill: Origins

December 28, 2007

Travis Grady is an introverted truck driver who doesn’t care that he can’t remember his past. While taking a detour past the town of Silent Hill, he swerves to avoid a child in the road, but then she vanishes. Close by, a house burns with a voice asking for help emanating from the flames. Thus Travis is drawn in to Silent Hill, where reality and nightmares mix with the thick fog.

Silent Hill: Origins is the fifth game in this long running series which spanned back to the original Playstation; this first PSP release in the series accurately continues the action, puzzles and aura so successfully established in the previous titles. Wandering the deserted streets of the eponymous town in search of clues is still eerily creepy as shambling horrors wait around every corner. This time around Travis is more adept with his hands.

Changes to the fighting system are the biggest difference that die hard fans will first notice. Before getting to the firearms later in the game, the first part is spent with common weapons ranging from scalpels and knives to IV stands and portable televisions. In previous editions of the game these would be permanently attached to you as you progressed through the game, here they can only be used so much until they break. And for the throwable items, such as the aforementioned TV, these one-hit killers take longer to use opening up Travis for injury. When all other items have been used, you could always rely upon Travis’ own fists to beat down the oncoming enemies. But prudence should always be used, as sometimes the best method of handling the enemies is just simply running away from them. Once guns become available a slightly tweaked auto-aim function ensures that shots are not wasted. Generally the fights tend to be a rinse-repeat process that will have many people happy when a new enemy presents itself so they can experience a different type of attack.

While fighting is definitely a part of the game, exploration and puzzles are an equal portion, if not more of how you spend your time in Silent Hill. Here one must navigate the streets from Point A to Point B, going through buildings and overcoming disturbing H. R. Giger-style obstacles to get that key or missing puzzle piece to continue. Another difference with this game in the series is the way in which mirrors are used to enter the demented other world. Here these portals can be used to backtrack to inaccessible areas in the real world, and cause you to have to think outside the box to get to your next destination.

Graphically the game looks gorgeous on the PSP; lighting and shading add to the ominous aura of the world and the persistent fog captures the look and feel so well-established in earlier Silent Hill games. Sound plays a subtly large part in the game with ambient noises defining the impending sense of doom; even the lack of sound adds to the dread on the virtually empty streets. Historically the camera used throughout the SH series is hit-or-miss, with no difference here. Many times the view locks into a fixed position to add to the disturbing feel, but when you are in the middle of a fight, these prove to be a pain while you try to adjust to the angle. Add to that moving out of the trigger zone for such camera shots and I constantly moved in an unexpected direction as I compensated for the new angle, missing my enemy completely.

SH:O is placed firmly in the well-established series and will leave a lot of die-hard fans happy. People new to Silent Hill will gain a greater appreciation for what has made the series successful without having to look up footnotes to understand what is going on. Beyond some minor nits against the game, this is a worthy addition to the PSP and a great gaming experience.

Smackdown vs. RAW is back yet again for the 2008 incarnation featuring a bunch of new icing on an otherwise bland cake; for a wrestling simulator, SvR 2008 takes all of the flashy drive and determination of WWE but never feels authentic just like its TV counterpart.

Many of the previous years’ modes have returned, with the addition of the 24/7 mode. This year also adds some ECW personalities to the roster as well as two notable updates to the control scheme; the first is the addition of Superstar Fighting Styles, where each fighter has two different fighting styles to choose from depending upon their particular fighting stances. Whether you choose Grappler, Brawler, Showman, High-flyer, the power-up finishing moves are different and help switch up the gameplay to keep things fresh as you can try to master the hardcore finishing style. Where this breaks down though is that each style is not balanced against the others; a good example of this would be the brawler who gets immunity to body shots once his power up has been activated, which seems extremely unfair in multiplayer matches.

The second control enhancement is the Struggle Submission System, where grappling moves take on a completely different form as you have to balance the amount of pressure that you apply to your opponent; give too much and your grip weakens, give too little and they can break free. This proves to be a very nice addition as you constantly have to pay attention to what you are doing, and can’t just take submission holds for granted. But beyond that, the controls remain hit-or-miss as getting the awe-inspiring moves to work is just as difficult as setting your opponent up for the actual move. Overall the animations for the moves took precedence over the fluid control of movement making for a very slow action game. True when you can pull off a nice rope dive it is beautiful, but getting to that position is just as frustratingly tedious.

In addition to the regular matches and tournament fights you have the option to play legendary battles from wrestling’s past. These are actually quite entertaining as you are given the role of the underdog attempting take down the superstar, often given a certain criteria to meet. Completing such matches unlock additional players in the WWE shop. And if that isn’t up your alley then the next is sure not to be: 24/7. Possibly a good concept that just completely fails in the end, this mode cripples you for being prudent. As you set your player up for the year, you have several options designed to enhance your popularity and physical condition, but while doing one, you are getting punished for not doing the others. If your player gets hurt in a match then you are forced to take days off, therefore not getting paid, or suffer another round where you might be hurt beyond finishing the season and therefore not being able to meet your goals for the year.

On the PSP the graphics are pretty good although, as in the other versions of the game, there are some clipping issues with body parts as they melded into other players and into the canvas. On the PSP it just isn’t as noticeable. Sound with the intros really gets you hyped for the matches with each superstar’s defined songs, but after entering the ring the crowd and announcers become monotonous, with the blow-by-blow analysis frankly not being pertinent to anything occurring in the ring.

Overall SvR 2008 will fill that burning need you have to play a wrestling game although it doesn’t bring the full power and intensity to the game that it should have.

FIFA 08

December 12, 2007

EAA