Surprise of the week: Fatal Inertia EX (PS3)

Anyone who played Fatal Inertia on the XBox 360 will tell you that the game was not very good. So of course I was expecting it to be not very good on the PS3, but after trying the demo, I have to say that it isn’t too bad. In fact it was pretty fun. It looks great, the controls are nice, I found some shot-cuts, fired off some cool weapons…

In fact at this point the only bad thing about it is the price of the full game. Are they really asking $30 for it? I need to actually check the store because that just seems too steep. At $20 I’d definitely pull the trigger, but $30 is a bit too high.

Etrian Odyssey II, creeping forward

A quick update on my progress through Etrian Odyssey II for the Nintendo DS.

As advertised, the game can be a challenge. I’ve had more than a few total party wipes, which means Game Over. Actually one aspect where I think they missed out on some fun is forcing a reload after your party dies. Since a Guild can house 30 members, wouldn’t it be cool if you had the option to form up another ‘rescue’ party to set out from town? Oh well, maybe in EO III.

But the game is compelling. Thanks to the fans at GameFaqs I’ve learned at least one reason to have extra characters: there are resource nodes in the dungeons, but it takes a particular Skill to gather resources from them. Rather than devoting skill points to these Skills with your “main” adventurers, the suggestion is to create a set of “gatherer” adventures, and send them in to collect resources (which can then be sold for coin). You can gather once per node per gather skill point, so ideally you’d have a party of 5 gatherers with maxed out gather skills. But such a party probably would never make it to the resource to be gathered. So there’s a nice balancing act in building a party with a good number of gatherers and sufficient ‘fighters’ to keep them alive.

Good fun still. Looking forward to the weekend and the chance to put some serious hours into the game.

Review of Uncharted: Drake’s Fortune

I recently finished Uncharted: Drake’s Fortune for the Sony Playstation 3, and even though the game has been out for over six months, I felt the need to review it just because I enjoyed it so much.

First let’s establish who I am, in gaming terms. I’m not an ultra-competitive, hardcore gamer. I’d call myself more experiential or narrative-driven. Or more simply, I play games primarily for the story or the exploration of a new world. Challenge doesn’t become important to me until it hits an extreme, either low or high.

I mention this because Drake’s Fortune isn’t a very difficult game (at least on the Normal setting) and it doesn’t have any multiplayer. It’s a linear romp from start to finish. My final save clocked in at ten hours and change, so its relatively short. There are hidden items to find and faux-Achievements embedded in the game, both of which might be enough to get you to play through the game a second time, but the narrative is what really drives this game.

You play modern-day treasure hunter Drake, who is convinced he is a descendant of Sir Francis Drake, even though there are no records of Drake Sr. ever having fathered a child. Drake Jr and his partner, Victor “Sully” Sullivan, are hunting for the lost city of El Dorado (and all its hidden wealth). Chronicling their journey is videographer and reporter Elena Fisher. During their adventures they’ll encounter ancient ruins, Nazi relics, and modern day pirates. While the storyline isn’t high-art, it’d make a wonderful Saturday afternoon adventure matinee, which in fact was what it was modeled on.
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First Look: Etrian Odyssey II

I’ve been in an old-school gaming kind of mood recently, so when Angela gave me a shiny new DS Lite for my birthday, I went game hunting, and came up with Etrian Odyssey II. It’s got lots of old school RPG goodness in it, at least on paper. I’ve only done the first starter mission.

The first thing you do is create a “guild” for yourself. Guilds can have up to 30 (!) characters in them, and a party consists of 5 of those characters. Characters can be one of 12 classes (to start, it appears you can unlock more later) and you create them all. No pre-made characters or emo NPCs to join your group. When you pick characters for a party you arrange them into front and back rank. This feeling familiar yet?
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First Look: Spore Creature Creator

I finally got my hands on the trial version of the Spore Creature Creator. Full version is apparently out tomorrow and will cost you $10, and the trial is said to include about 25% of the critter parts.

First things first… messing with this toy is awfully fun. It’ll take you about 10 seconds to learn the basics of building creatures, and not much longer to figure out all the controls. The Creator is (or will be soon) available for Windows or OS X and you really owe it to yourself to give the trial a go.

All that said, now I’m going to be Mr. Negative, since there’s plenty of positive press about this toy. My biggest disappointment so far (and this is based on the trial, perhaps the full version offers more options) is how generally similar all the creatures turn out. At first glance you’ll say I’m nuts, but look at them for a few moments and you’ll see all the lines tend to be pretty similar.

Maybe its because the artists haven’t gotten the hang of things, but I think the problem comes down to the limitations of the tool. The basic body shape tends to be a blob with a single spine. Always a single spine, you can’t fork it or have a dual-spined creature. Each vertebrae can be enlarged or shrunk in order to shape your ‘blob’ but there are limits to this. You can’t taper the end of the spine into a whip-like tail, for instance.

Also, there is no concept of a discrete head. Instead, you create a head by swelling up the end of the spine, then sticking on a mouth/snout selection and adding eyes, ears, horns or whatever to the head-blob. But this means you can’t make, for instance, a wedge-shaped head. At least I haven’t figured out how to. It’s going to be round or cylindrical.

Now in all fairness, considering that whatever you create will animate, dance, be happy, sad, roar, punch or sumo wrestle at the touch of a button, it’s still pretty darned impressive. It would, I suppose, be quite a challenge to programatically extend these animations to a 2 spined creature with an ovoid gap in the middle of its body, or an upright octopod with a head, 12 tentacles and no body.

But I’m a greedy SOB and I still want more. Hopefully the full version will have a better selection of tails, horns and so forth.

In the meantime, we can watch the Cant (half cow, half ant, all attitude) dance.

Another Wii update

The glow you see today leads down a dark and twisty path to an update that breaks the Zelda hack. Yes, it adds some trivial features but basically it looks like Nintendo is shutting down this particular back door.

Apparently if you have the Homebrew Channel already installed, it’ll still work. Haven’t tested this though. If you’re interested in this Wii Homebrew Scene, I suggest you get the Homebrew Channel up and running before applying this update. Either that, or just skip the update, though you know sooner or later some game will require it.

Nintendo updates the Wii Nintendo Channel

Why is your Wii Slot glowing blue? It’s because the Nintendo Channel has been updated and now lets you rate games, as well as check out how other people (cumulatively) have rated them. You can rate any game you’ve spent at least an hour playing (a bit eerie that my Wii remembers that I played Excite Truck for over an hour at some point!).

Typical Nintendo twists apply. You answer the following questions for each game:

Was the person who played it the most male or female?
What was their age?
Is the game for everyone or gamers?
Is it Hard Core or Casual?
Is it more fun alone or with others?

And finally a “how highly would you recommend it?” slider with no numbers showing, so you can’t fixate on a specific score. You just slide the slider to where it feels ‘right’ to you.

All in all, not a bad feature. It’s reasonably fun to “rate” games (though sadly only one person can rate a game on a given Wii, as far as I can tell) as well as to look up how well gamers are doing. And then they link data in a “People who liked this game also liked these other games” fashion, though that isn’t always particularly significant. People who liked Wii Fit also liked Super Paper Mario… ok, but really these two games are about as diverse as two games could possibly be.

Oil 2.0?

We see articles vaguely along these lines all the time. What’s interesting about this one is that the technology is already up and running on a small scale, and plans are for a commercial plant to be online by 2011…just a couple years out.

Scientists find bugs that eat waste and excrete petrol – Times Online

He means bugs. To be more precise: the genetic alteration of bugs – very, very small ones – so that when they feed on agricultural waste such as woodchips or wheat straw, they do something extraordinary. They excrete crude oil.

SproutCore a Flash killer?

Another week, another geeky new technology to get all excited about.

Leo Laporte was twittering about SproutCore, which caught my interest and led me to a couple of articles. The actual SproutCore website is throwin an error at the moment so I can’t get to the source, but what I’m reading is that SproutCore wants to replace Flash, Adobe AIR and Silverstream as a technology for RIA (rich internet applications).

The beauty of it is that its all written in javascript, so there’s no plug-in to download. Which gets me wondering about SproutCore vs Lively Kernel (another Javascript-based RIA platform in development). Are they in competition or do they compliment one another?

Interesting times. Anyway, here’s a couple of articles worth reading. Thanks to Leo for Twittering about this.

Apple’s open secret: SproutCore is Cocoa for the Web

Cocoa for Windows + Flash Killer = SproutCore