SOLDIER OF FUTURE: After three Nazi-smashing adventures, the Call of Duty series will finally step into the 21st century with Call of Duty 4: Modern War. Those curious about this radical departure for the series can satisfy their curiosity by watching a preview of the game on ESPN this Saturday. · · · IT'S ALL GREEK TO ME: Ready to take that PSP out of mothballs? You can get a taste of the hotly anticipated God of War: Chains of Olympus by becoming a member of Sony's Playstation Underground mailing list. After you join, Sony will send a copy of the Olympus demo to your mailbox... and lots of spam to your E-mail address! · · · I'D LIKE TO GIVE THE WORLD A WII: Still don't have a Wii? Never fear, Coca-Cola is here! Every Coke product you buy earns you points which you can use to purchase merchandise, including the coveted Nintendo console. The bad news is that you're going to have to down over two thousand cans to earn the system. That's a lot of, uh, wee. · · ·

4/25/07

First up, I'd like to make a correction to an earlier post.  Blitz reader Ronobo pointed out that KSS did indeed last long enough to release a sequel to Anarchy in the Nippon (aka Japanarchy).  Here's the twist... the game was only available on the Playstation!

Now to the update.  I've had a morbid fascination with plug 'n play game consoles lately. Sure, they either stiff you on games (five titles for the price of a more robust classic collection on the Xbox or Playstation 2? Sounds like a deal to me...) or are packed to overflowing with cheap Chinese shovelware, but there's a campy, low-rent charm to these units that you won't find on a traditional game system. Sometimes, you want to indulge in a high-class, high-cost beverage like Coke Classic, but on rare occasions, you just want to bring home a case of Towne Club cola and gulp down the sugary sewer water until you slip into a diabetic coma. Right now, I'm on my sixth bottle of Towne Club, and I'm nadda batta stah bah hubble blarrgh...

(falls over, then picks himself up from the floor)

The first plug 'n play I'm going to review is Konami LIVE!. This one's special because instead of a television set, you connect it to the USB port of your computer. The unit is designed specifically for use with the internet... in fact, it's so dependent on an online connection that you won't be able to play a single game without one! Only the interface is built into the Konami LIVE! controller... everything else must be downloaded from Konami's servers.

Once you've downloaded those five games, you'll notice that they bear a striking resemblence to Konami's offerings on Xbox Live Arcade. The enhanced versions of Time Pilot, Gyruss, and Contra all have the same redrawn backgrounds and grandiose special effects as their counterparts on the Xbox 360... only the remastered soundtracks and XLA perks like achievements are missing.

With the Konami LIVE! controller selling for as low as fifteen dollars in some stores (I got mine at a Goodwill for $3.99), it sounds like a great way to save money on Microsoft Points. Ah, but there's a catch! All the titles were originally written for a game system with a 3.2GHz processor. When you port them to a computer with completely different hardware, the results aren't pretty. The games are perfectly fine when played in original mode, but they drop to a third of their normal speed if you dare switch on the enhancements. Granted, I don't own the world's most cutting-edge computers, but when even my year old laptop struggles to keep up with twenty-five year old video games, there's a serious problem. C'mon, Digital Eclipse... you've been writing emulators for well over a decade now. You can do better than this!

If Konami LIVE! was a tragedy, Pelican's new VG Pocket systems could both be considered triumphs. The decision to base their design on drug paraphenelia wasn't the best of ideas... with both a Tablet and Capsule available, the only thing missing from the line-up is a Syringe, complete with rubber band tie-off wrist strap! Questionable marketing aside, the units are a quantum leap ahead of the last VG Pocket model. The old blue and white unit had an 8-bit processor and the ugliest color display this side of the Atari Lynx. The new systems are packed with 16-bit power and have screens on par with high-priced heavy-hitters like the Nintendo DS and Sony PSP. The colors are bright and distinct, the text is easily readable, and the resolution is stunning, especially in the more luxurious Capsule.

The games are also significantly improved thanks to more powerful hardware under the medicinal hood. You get a small handful of licensed titles, along with dozens of games straight out of Hong Kong. Bust-A-Move, Space Invaders Part II, and Burgertime round out the licensed offerings in the Capsule, and they're all fair conversions. Bust-A-Move looks a whole lot better than it sounds or plays... maybe I'm spoiled by Bust-A-Move DS and its lightning quick rubber band, but turning the lever to adjust your aim in the Capsule version of the game is unbearably slow, especially after popping a cluster of bubbles. Next comes Space Invaders Part II... contrary to what the box and main menu will tell you, this is not the original game released in 1977. Rather, you're getting the enhanced game with smarter invaders and that crowd pleasin' "rainbow effect." Burgertime is probably the biggest disappointment of the three... the visuals are incredibly faithful to the arcade original but the control is utterly woeful. If you're even a pixel away from the center of a ladder when you try to climb it, you're not going anywhere, and you're probably getting a weiner up your ass. Why is it that after twenty five years and countless game systems, the crusty old Intellivision still offers the most playable version of Burgertime?

The other titles are "entertaining" in that MST3K sort of way. I want to cover them more thoroughly in a future article on the Blitz, but I'll just say for now that the games borrow heavily from existing ones, not only in concept but audiovisually as well. One game is a low-rent version of Don't Pull, part of Capcom's Three Wonders collection, while another is the Super NES version of Aero Fighters with all the characters removed. Nope, there's no unnaturally dextrous babies or dolphins to pilot the planes... you just get the jets themselves. Yet another title takes the submarines from Nazca's In The Hunt and puts them into a simple maze navigation challenge. There are a few titles here with original content... just not that many.

The games aren't works of art, and they're sure not unique. However, when it comes right down to it, I've got to recommend the Capsule. It's the perfect symbol of the progress the industry has made in the 21st century... what would have cost hundreds of dollars a decade ago can be had for chump change in 2007. The future's grand, ain't it?

TWO STEPS FORWARD, ONE STEP BACK: Life just got a little sweeter for Xbox 360 owners! Microsoft has released a patch making the system compatible with over a dozen Xbox classics. The games supported include Panzer Dragoon Orta, Mercenaries, Jet Set Radio Future, and cult favorite Phantom Dust. · · · MEAN STREETS: Not to be outdone, Nintendo will offer a number of popular Genesis titles for its Virtual Console service in May. Perhaps the most exciting of the releases planned for next month is Streets of Rage 2, an intense beat 'em up with a techno soundtrack supplied by musician and part-time game developer Yuzo Koshiro. · · · SNOOP DOUCHE: In semi-celebrity news, rap artist Snoop Dogg was invited to perform at an event hosted by children's charity UNICEF, but refused to take the stage until an Xbox was brought to his dressing room. One wonders why the shizzit hizzead didn't save the self-centered whining for his albums and just take a PSP with him to the event. · · ·

4/19/07

I promised a review of the slimline Playstation 2 on the 15th, and today, that's exactly what you're going to get!

So, where do I start?  I'm amazed at how well this thing runs... when you pop a game into the system, no matter what it is, it starts up right away. That's in sharp contrast to my old PS2, which spent up to a minute on the BIOS screen before a game would boot. That screen full of blue translucent cubes was pretty cool back in 2002, but the thrill is gone after seeing it so much in the past five years. The slimline PS2 dispenses with the flashy introductions and takes you right into the action, a welcome improvement over the previous model.

Another point in the slim PS2's favor is its diminuative size. At nearly half the height of the already small Nintendo Wii, it's a triumph of micronization. Sometimes I wish it were larger than it is, because at its current size it tends to be a little too inconspicuous for its own good. You can't put the blasted system inside an entertainment center without it vanishing from sight!

Unlike the past Playstation 2 units, the slimline console's got a flip-top door for discs. This bothers some folks who would rather have a front loading tray or even the disc-gina built into the Wii and Playstation 3, but I don't mind it much myself. After all, if a flip-top drive door is good enough for the Saturn and Dreamcast, then it's good enough for me!

What worries me a lot more is the system's rumored incompatibility with older Playstation 2 games. If the slim PS2 only has difficulty with throwaway titles like Crash: Twinsanity, I wouldn't make a big fuss about it, but I'll be a lot less understanding if it won't run quirky cult classics like Culdcept or Gradius V.  I'll need to test the console more thoroughly to discover any gaps in its compatibility.

One thing I can say for sure, however, is that it does a wonderful job of playing original Playstation games, a skill that my last PS2 has long since forgotten. After playing PSOne games on everything but the system that was designed for them, it's a welcome change of pace to enjoy these titles the way nature (and Kutaragi) intended.

In classic system news, I finally landed myself a copy of Anarchy in the Nippon (or as I like to call it, Japanarchy) for the Sega Saturn. Legend has it that the game was developed by a bunch of Virtua Fighter fans, and you can certainly see that influence in the gameplay. However, rather than the slow, floaty jumps that have become a trademark of Sega's long-running series, Japanarchy gives you... no jumps at all. Wait, what?!  This puzzling omission limits the game's technique, giving it a stripped-down, rudimentary feel.

That's unfortunate, as the game holds promise in other areas. Fighters with a cast of high school students were nothing new even a decade ago when this game hit store shelves, but you've got to give KSS credit for coming up with characters you won't find anywhere else. Submitted for your approval are a chunky female judo expert, a butt-touching shop teacher, Edie McClurg with a black belt in kung fu, and a guy who looks like the long-haired stoner from Clerks but fights like Bruce Lee from Enter the Dragon. Now there's a combination I wouldn't have expected!

The graphics aren't too shabby, either... they're not up to the standards of Virtua Fighter 2 or Dead or Alive, but the bright colors and relatively high polygon counts make it look at least as good as Virtua Fighter Remix.  The visuals are accompanied by an equally competent but unremarkable heavy metal soundtrack. 

That seems to be an ongoing theme for Japanarchy... getting the job done but not doing it with the necessary flair to bring it to the front of the packed crowd of polygonal fighters on the Sega Saturn.  The game suffers not only from a lack of ambition by its designers, but by a wealth of competitors with strong identities.  Last Bronx has a gritty urban setting and big-ass weapons.  Fighter's Megamix is packed with characters and finishing blows so powerful they can demolish walls.  Final Fight Revenge... well, it sucks, but at least it has fun doing it!  Meanwhile, Japanarchy is just... there.  This not only explains why the game never made it to these shores, but why KSS didn't stick around long enough to make a sequel.


4/15/07

There's been an eternal tug of war between the Nintendo DS and the PSP in my household... one day, the DS will get all of my undivided attention, while the next, the PSP will steal the spotlight. It's very rare for me to give both systems a workout on the same day, but that's exactly what's happened last night after I discovered the homebrew title Word Up on DS Fanboy, and a cache of old Playstation titles elsewhere.

In addition to being a catchy song by 80's funk group Cameo, Word Up is a puzzler that combines the laid back word-building of Bookworm with the more frantic block stacking of Tetris and its offspring. Letter tiles drop from the top screen to the bottom, and you've got to remove them by drawing a line through any words you find. Straight lines, zig-zags, and loops are all fair game, but you can't pick up the stylus while drawing your line, and you can only use each tile once.

As you're building words, more tiles rain down from the top screen, forcing you to work quickly to clear the stack. You're offered a reprieve in the form of tile-obliterating bombs, but those can only be earned by spelling out especially long words. The pressure put on the player makes each game of Word Up brief, a sharp contrast to Bookworm where a single session can go on for an hour or longer. This is a critical issue in the game's design.  Word-building challenges take more careful contemplation than Word Up is willing to grant the player, leaving the game at a disadvantage when compared to top-shelf DS puzzlers like Bust-A-Move or Tetris.

To its credit, Word Up is one of the system's best homebrew releases. The game looks as sharp as any DS cartridge stamped with Nintendo's seal of approval, and the touchscreen control is nearly flawless. The music, an unwelcome tribute to the dusty old Commodore 64, is a sore spot, but the high-pitched gurgling is easily forgiven when you compare it to Zoo Keeper, whose screeching symphonies would leave even the most faithful Commodork scrambling to turn down the volume. Word Up is free to anyone with a backup cartridge, but there's enough here to justify the thirty dollars a puzzle game on the DS would normally cost.

Then there's the PSP. I haven't been spending much time with the system's official releases, but it really doesn't need them... not when it's compatible with the lion's share of the original Playstation library, anyway! It's a major pain to convert the games to a format that the PSP can recognize, but once you've finally got them on that memory stick, life is good. I don't think it would be an exaggeration to say that Playstation emulation boosts the system's library (and its appeal) exponentially... in fact, after having played old favorites and newfound Japanese obscurities, and being dazzled by the graphics in both, I have to wonder why Sony didn't design the PSP as a portable Playstation with a higher clock speed. They could have cut the price in half, doubled the battery life, and still had enough power left over for the the most gorgeous handheld games on the market!

Let's have a look at some of those Playstation games that have been given new life on the PSP...

FIST OF THE NORTH STAR 2:

Gamers with more eccentric tastes are going to notice that FOTNS2 looks eerily similar to Godhand. That's not a coincidence... the outrageous finishing moves, the post-apocalyptic scenery, and those huge shoulder pads all had their origins in the profoundly influential Fist of the North Star animated series.

Ironically, FOTNS2 addresses the fatal flaws of Godhand, seven years before that game even existed! The turn-walk-turn control scheme that Shinji Mikami refuses to leave in the past is nowhere to be found here... the camera is pulled away from Kenshiro, leaving him free to nimbly race around the screen as he paints the playfield with the blood of his foes.

However, the game has its own Achilles' Heel, in the form of long, unskippable cut scenes. I'm sure they're a thrill for Fist fans who can make sense of all those kanji subtitles, but those of us who came to watch Kenshiro do what he does best- popping heads like balloons- are just going to be left hammering the Start and X buttons in frustration. Sorry Bandai, but I'd much rather be pounding on those goons!

CAPCOM VS. SNK PRO:

Capcom vs. SNK was one of those games with a concept that was far more exciting than the actual product. Fighting game geeks such as myself couldn't resist the thrill of Zangief planting Kyo Kusanagi into the dirt with a spinning piledriver, or Mai Shiranui trading blows with Capcom hotties like Cammy and Chun-Li, even if it was in a title that didn't stretch the boundaries of the aging genre.

It didn't use the Dreamcast to its full potential either, but Capcom vs. SNK was a better fit on the more humble Playstation. That fit became even more comfortable when Capcom squeezed two new characters into the roster. The kings of karate comedy, Dan Hibiki and Joe Higashi, brought a sense of humor and more variety to a game that badly needed both.

Not much was done to bring balance to the stilted ratio system, and the game's migration to the Playstation brought with it an abundance of load times. However, without a port of the exceptional Capcom vs. SNK 2, this is the best way to settle that long-standing grudge between Ryu and Ryo on the PSP. The graphics look right at home on the hardware, and the gameplay is as responsive as it can be with the system's always aggravating separated cross.

SLAP HAPPY RYHTHM BUSTERS:

Now that's the way to bust a move! Slap Happy Ryhthm Busters brings together over a dozen eccentric DJs for a battle royale that's part Street Fighter Alpha, part Jet Set Radio, and part Dance Dance Revolution. Slap Happy was planned for America, only to be scrapped by T*HQ at the last minute. After you play it, you'll agree that there's no excuse on Earth that can justify the game's US cancellation.

Your first reaction to Slap Happy will likely be "How did they make this look so damn good?" The developers got a near-Dreamcast level of detail out of the game by packing the polygons onto the cel-shaded characters, then dropping them onto flat backgrounds. That means there's no 3D movement whatsoever; just classic fighting action inspired by the biggest arcade hits of the 1990's. You'll fling CDs instead of fireballs, and swing from a wire with guns blazing instead of performing a boring old dragon punch. It's all familiar, but it's all good.

The finishers radically transform the gameplay, and really put the "beat" in beatdown. Just press the two shoulder buttons together when your rival is low on energy, and you'll enter a dance challenge where every correct button press is rewarded with a fist in the helpless opponent's face. Miss too many dance steps and your foe escapes with minimal damage, but make all the right moves and you'll wrap up the attack with a humiliating final strike!

All right, that's enough outta me.  I'll be back in a few days with an analysis of my recently acquired slimline Playstation 2.  You might be surprised by what I've got to say about it, so stay tuned!


THE POSTS WITH THE MOST: Unsatisfied with climbing to the top of tall buildings, video game legend Donkey Kong has made his home inside of one! Students at UC Santa Cruz stuck thousands of colored Post-It notes onto the windows of the college's engineering facility, creating a pixelated mosiac of Mario's first arcade adventure. · · · SADNESS = DEADNESS: Remember that intriguing survival horror game announced for the Nintendo Wii last year? Well, there was a reason that "developer" Nibris never offered any screen shots to go with that sweet commercial. FrontLine Studios, the design firm pegged to bring Sadness to life, has quit the project, leavingt it in limbo. · · · HERE WE GO AGAIN!: Because you never can get enough Pac-Man and Galaga, Namco is releasing another installment of its Namco Museum series. This one's for the Nintendo DS, and it offers a port of the GameCube sleeper hit Pac-Man Vs. Namco promises that it'll offer all the fun of the original, without all those pesky wires! · · ·

4/10/07

Lately, there's been a lot of talk about a new web site called Action Button, from the creators of Insert Credit and Large Prime Numbers.  Like so many other gaming sites, Action Button offers reviews of the latest software for consoles like the Xbox 360 and Playstation 2.  However, there's an important difference.  From Zelda: Twilight Princess to God of War II, each critique on Action Button is written with the goal of antagonizing the reader.  It's sort of like Something Awful, with the bold-faced sarcasm replaced with overt criticism of minor gameplay issues that would generally be squeezed into the end of other reviews... if they're mentioned at all.  Some have lauded this approach to game criticism as daring, original, and thought-provoking.  I think it's manipulative, gimmicky, and hollow.

Action Button is edited by one Tim Rogers.  He's made a name for himself on the Internet with his, uh, distinctive writing style, packed with long-winded anecdotes about his personal life and absurd metaphors that swallow his reviews whole, leaving little room for the games they're supposed to cover.  In many ways, Rogers is everything that I am not... successful, prolific, and fondly regarded, but also evasive, indirect, and smugly assured of his own wit.  He doesn't really review games per se... he writes rambling Livejournal entries with the shredded scraps of a game review sprinkled on top as a garnish.  Then people who really should know better pay him for it.

I resent this style of writing.  It demonstrates both the reviewer's love for himself and a mocking contempt for the reader.  If you'll pardon a metaphor of my own, it's the journalistic equivalent of tying a dog out in the front yard and dangling a juicy steak in front of it, regaling the slobbering beast with tales about the cow it came from, the supermarket where it was purchased, and the marinade it was left soaking in overnight, until at long last throwing a small chunk of meat in the dirt, just within the hunger-crazed hound's reach.  Action Button worsens the situation by slapping the dog around with the steak before giving it an enema with the sharpened end of the T-bone.  To put it in simpler terms (the kind Rogers never uses), Action Button is dishonest and antagonistic, adding more static to an internet where the signal to noise ratio is already appallingly low.

There's nothing wrong with giving a wildly popular game a thumbs down.  Heaven knows I've done it plenty of times myself!  However, if you're going to pan a game, honesty should be the sole motivating factor in that decision.  Manipulating your readers in an effort to present yourself as avant-garde, or wasting their time with page after page of irrelevant nonsense, is doing them a huge disservice.
 

ERTS 50.36 down 0.08 · · · SNE down 0.60 · · · TTWO 20.14 down 0.96 · · · ATAR 3.31 down 0.06 · · · ATVI 18.94 up 0.11 · · · Twins 6 - Pirates 4 · · · Athletics 6 - Giants 4 · · · Blue Jays 1 - Reds 0 · · ·Diamondbacks 12 - Padres 8 · · · Rangers 4 - Brewers 3 · · · Stay Tuned For An All-New Episode Of Desperate Housewives! · · · Carl Rove Raps, The World Cringes · · · How Much Wood Could A Woodchuck Chuck If A Woodchuck Could Chuck Wood? · · · Dog Food Recalled, Horses Laugh Derisively · · · Blades of Glory Number One Movie, American Taste In Serious Doubt · · · McDonald's Sells The Big Xtra For A Dollar, About Three Dollars More Than It's Worth · · · Trix Returns To Puffs. Now If They'd Just Get Rid Of That New Cookie Crisp Mascot... · · · This Is A Test Of The Emergency Broadcast System. This Is Only a Test · · ·

4/01/07

Can you believe it?  The Gameroom Blitz is nearly eleven years old.  At the rate things are going, the site will be in publication 'till the sun goes supernova and all life on Earth is painfully extinguished!  Hopefully the server will have moved to another planet by then...

Anyway, here's the latest gaming and tech news.  That's why you're here, right?  Somebody might as well be giving you this information today, since nobody else will!  The latest from Kotaku is that Toys 'R Us will be opening its floodgates and drowning its customers in a sea of Nintendo Wiis.  Nearly five months after its release, the system is still as hard to find as prison stripes on Paris Hilton... hopefully, the sudden generosity of Toys 'R Us coupled with Nintendo hiring two more factories to produce consoles will change all that.

But wait, there's more!  Kingdom Hearts Final Mix Plus has been launched in Japan... and it's brought with it news of another Kingdom Hearts title; something darker and angrier than the previous games in the series.  Oh crap.  If the marriage of Square and Disney characters wasn't hard ENOUGH to swallow, now we'll have to deal with a Mickey Mouse who's got a tortured past and a chip on his shoulder!

What else?  Oh how I wish this was an April Fool's joke, but apparently it's for real... Ninja Gaiden, the game that threatened to melt your Xbox into a black puddle of goo with its life-like visuals, is coming to the Nintendo DS.  Indeed, Ninja Gaiden: Dragon Sword doesn't look anywhere near as good as it did on the Xbox, but the editors from IGN were pretty impressed with the game's control, claiming that it's just as responsive as the Xbox version despite the almost exclusive use of the touchscreen.

In other seemingly unlikely news, NiGHTS is making his (or her?) comeback after an eleven year absence.  Portugal's Maxi Consola magazine has shown early pictures of the game, and while it's every bit as vibrant as the Saturn original, it lacks the polish you'd expect from ten years of technological advancements.  It still has the potential to be a lot of fun, though... if there were any controller that I'd want to use to play a sequel to NiGHTS, the Wii remote would be it.

Just one more thing, folks!  I've updated the Nintendo DS page with five new reviews.  Swing on by and give it a look!