May 2006 Archives

Prisoner of ESPN Burnout

Harry Potter and the Prisoner of Azkaban
released June 2004, purchased August 2004

There is exactly one reason why I bought this game: EyeToy. This game contains one of the best uses of the EyeToy that anybody ever bothered to make.

Things have improved slightly since that amazing Fall of 2004, but back then there was just about nothing worthwhile on the EyeToy. Interesting gimmick, lousy games. And it had been out for almost a year!

This Harry Potter game - which came with a free ticket to the movie, assuming you cashed it in before the end of July! - managed to out-do every EyeToy-dedicated title to date and in the foreseeable future. How did it achieve this goal: by framing the wacky camera games with a tournament-style scoring system. It's that simple, folks, and yet the makers of EyeToy: Play and the upcoming Sega Superstars managed to miss it.

Fire up the EyeToy portion of the disc and your first act is to get sorted. Yeah, it's random, and yeah, four players are going to get four different Houses... but you can't beat the geeky fanboy awe of seeing yourself standing there with the goddamn Sorting Hat chewing on your hair and spouting Potter poetry. Then you all take turns in a series of mini-games events, scoring points for the big finish. And unlike EyeToy: Play or Sega Superstars, all of these games are fun.

There's a scoring structure; there's a definite end with a crowned champion. That's all we want from any party game, so why did it take a year before somebody got it right? And it was done as an extra feature inside a movie game that wasn't even strictly an EyeToy title. For shame, Sony.

Oh right, the regular game. I actually went back and beat the movie portion during a PS2 dry spell in the summer of '05. It was pretty bad.

Memory Score: Best EyeToy experience ever; the Potter window dressing is a happy bonus.

Burnout 3: Takedown
released September 2004, purchased September 2004
click here for my review written in September 2004!

I can take a car game every now and then, but games like Gran Turismo always make me feel like I'm not getting my $50 worth. I could care less about all the unlockable vehicles and upgrades and repairs and whatever other motorhead minutiae they toss in there. I just want to drive fast cars around crazy fun tracks. I'm an arcade racer; more of a kart game fan.

So when a driving game with realistic cars on the cover shows up, I tend to filter it right out. That's how I've managed to ignore the Burnout series thus far. Somehow, #3 pierced the veil and the arcadey message made it to my innards. This is a car game for people who hate car games.

With an emphasis on blazing speed and insane crashes, Burnout 3 is just an out-and-out joy to play. Where other driving games opt for tedious detail, Burnout 3 just tells you to go smash 15 enemy cars. While avoiding innocent civilian cars! It's perfect, even when the camera bails out on you to go watch an enemy car flip off into a hot dog stand... it's still perfect, plus now it's extravagant.

Load times are completely disgusting, however. And to grind in the pain, the loading screens are painted with embarrassing "hints" like "Did you try USING BOOST?" Aside from opening up more cars, the unlockable elements are all trophy-based and utterly lame.

But that's all largely incidental complaints. Burnout figured out how to turn a smash-'em-up racing game into a full-bore dramatic arcade action game. Kudos.

Memory Score: Bought two songs off the soundtrack.

ESPN NHL 2K5
released September 2004, purchased September 2004

I don't think I played a single game of this offline. This was a thoroughly online purchase, shared by fellow PS2 hockey nuts Mike and Scott. We all bought it and even managed to play fairly regularly for a couple weeks. Just like that old Xbox commercial with the retarded triplets.

This was the year that the entire line of ESPN games debuted at $20, trying to break EA's stranglehold lock on sports. The tactic didn't work, but it meant the three of us each got a brand new online hockey game for slightly more than the cost of one EA brand new online hockey game. (Sort of ironic that I bought this game immediately after buying two EA titles, see above.)

And the major reviews really didn't differentiate much between ESPN and EA hockey. I researched that, believe it, because we were all steadfast EA hockey guys. I think Scott and Mike will back me up: it was largely error-free (had a couple annoying third period crashes, but not many), voice chat was fine, and the experience was much the same as our familiar EA offline games. As in: Mike and Scott make all the plays while I forget what "offsides" means.

So what did you do in the single-player offline mode? I have no idea. Probably played a lot of hockey and unlocked Big Head codes.

Memory Score: First hockey game since September '01. You won't sucker me with a new roster update.

Next time: The crazy month of September 2004 continues with a much-awaited sequel, a new DDR game... and the little game about rolling things up that shocked the world.

X3 Live Weblog

And now, my LIVE as-it-happens weblog of X3!

9:18pm
In the theater for 9:30 showing of X3: Dramatic Subtitle. I'm alone, which, locally, is referred to as "pulling a Matt." Less than 10 people in the room. Over the Hedge ad just ran, part of the pre-show crap that replaced "The 20." One thing I'll say about Over the Hedge, at least the characters are doing cartoony takes, unlike most Popular CG Films.

Now we're on to a featurette on the third Fast and the Furious movie, "Initial D." So far, there's been exactly one Asian person interviewed. Nice. Boy, I'm convinced they researched it fully.

Monster House. Seriously, could they not just make it with real people? It's CG masturbation for profit.

God, one of those interminable Coke "save your points and rule the world" ads. Ever wonder why you never hear about people cashing in those awesome prizes, where average cola-drinkers make their own studio album or become an extra in a movie? Because nobody ever does.

9:31pm
Previews have begun. Hey Initial D again! All the same clips as in the featurette! Goddamnit, the lead has a ridiculous southern accent.

Superman Returns. It is creepy how well this guy is resurrecting Christopher Reeve. I was originally all for this movie NOT referencing the previous movie continuity in any way (a la Batman Begins)... and I still am.

My Super Ex-Girlfriend. Any film where the pitch is so easily read - "you ever have a girlfriend who was really bitchy about your breakup? now imagine she's a SUPER-HERO!!/!/1!11!1" - must suck. The prophecy is complete.

Ghost Rider. Jesus, another comic book movie. I do, however, totally like Ghost Rider. I was there for the '90s Dan Ketch reboot, and I have fond early-'80s Merry Marvel Memories about the John Blaze original (mainly from in-house ad pages)... so I'm kinda digging on this one. He drove the bike up the side of a building! If you're looking for B-grade Marvel heroes with plenty of signature moments, GR's definitely up there. Better than Blade, for fuck's sake. A kid in the audience declared loudly that he wants to see it, too.

The Omen. Hooray, not a super-hero movie. Boo, no one cares. Points for the 6/6/6 release date. Somebody has to have been planning that one for years.

9:42pm
Movie is go.

9:45pm
Three minutes in, here's your Stan Lee appearance.

Young Angel scene is great. Nice emotional mutant shame + puberty moment.

What is up with this stupid open? It's like Sons of Liberty without the jazz music.

Storm flying using obvious wire effects. Just CG it next time, gang.

9:56pm
Yayayayaya, a weather pun. Die die die.

9:59pm
Beast says "At least you don't shed on the furniture," a genuinely funny and self-deprecating line, and no one in the theater laughs. Three minutes ago, Wolverine says "look who's talking" and it's guffaw city. This is why I don't go to the movies.

10:05pm
Somebody help me out here, what terrible Xbox 360 game is Leech playing?

10:07pm
Jean Grey's super-red hair looks absolutely silly.

10:12pm
Oh, so Jean is schizo? That's completely out of nowhere, a plot point so manufactured you can read the copyright date. It says "Evil Twin Variant, Circa 1903."

10:14pm
Ah! Angel's wing harness! And the wings are folded in under his long coat! This comics geek thanks you.

10:17pm
The breakout scene, where Mystique was the only one kept inside an open bar cell. WTF. And holy christ, Arclight is a hideous monster.

10:29pm
Hey Juggernaut, when Magneto tells you not to let anybody inside, that doesn't mean you can throw people inside through the bay window.

And as I recall, Juggy ain't even a mutant. Fun character though. I like him being British.

10:32pm
Whoa. There is no way Jean Grey is walking out of this movie alive. Until she meets Leech, anyway.

10:34pm
Man, Bobby. At least wait for the funeral to be over before you start French kissing Kitty.

10:37pm
I'm torn: who is the least attractive female mutant? Arclight? Or Rogue?

10:41pm
I think it would have been hilarious if Bobby would have opened up the door to Rogue's room and found Angel already in there unpacking his stuff. And then Angel goes "Hello sailor!"

What's with that bug crawling around Wolverine's jacket during the tombstone scene?

10:47pm
Is that Omega Red? Or Cyber? Maggot? The Marvel U has a bunch of jerks who can secrete crap out of their hands, so it's tough to tell.

10:52pm
Multiple Man: most under-utilized character. Every team needs a jerk.

10:54pm
Wolverine's rally speech made me puke.

10:59pm
I wish Pyro would at least pretend to have a costume. He's had the same unwashed hoodie since movie #2.

11:04pm
Good night nellie, is that Sunder? Ha!

11:05pm
"I'm the Juggernaut, bitch!" <-- the quote destined for bumper stickers, signature lines, and comic convention t-shirts nationwide. (ayep)

11:09pm
Whoo, DBZ power struggle! FINALLY YES HE ICED UP STAY THAT WAY STAY THAT WAY STA... you shit, it's already over.

11:13pm
Whoa, whoa, whoa. Magneto says "what have I done?" No freaking way: Magneto says "roast them all, my child!" Complete movie fauxment here.

All the bloodless psychic killing is fun. Adults see carnage; kids see people turning to dust.

11:15pm
Whoop, didn't see that ending coming. I honestly was expecting Leech to shut down Jean. Say, what happened to Young Mr. Anti-Mutant Mutant anyway? Shouldn't he have had some role to play in the big finale? And just how did they turn his power into little syringes? Is that his spit in there?

11:20pm
Ah ha. Suckers are up and leaving as soon as credits roll. I would guess we had twenty people in here, and now we're down to seven... the seven who heard about the Mega-Cool thing that happens after the credits end.

...

11:26pm
Was that it? What a letdown. That's a DVD extra, not a big Marvel Fan barnburner. I was hoping we'd see Tobey Maguire knock on the X-Mansion door and get turned out.

Overall: OK. I actually liked Fantastic Four better, but that was probably because the X-Men movies burned through all their classic comic booky moments halfway into the second one. This one was just cleanup... and we couldn't even give poor Cyclops a scene as a corpse. We did get Beast though, that was the saving grace.

Speaking of that...

While we're on the subject of hypocritical bandwidth theft, here's some fun from the other side of the fence.

A long time ago - 2003 to be exact - I noticed that images from fourhman.com were popping up as avatars on various forums around the internet. Not really a big deal, except that it artificially inflates my monthly pageview stats and could potentially cost me money in bandwidth costs. So I starting switching out innocent graphics with less-than-innocent graphics, but that really doesn't solve the problem.

Sometime after that, I put in an htaccess file that blocks anybody and everybody from hot-linking to images that live on fourhman.com. It's easy to do and a million other people could explain it to you better, so if you're interested in it, go check it out someplace else.

Of course, this now stops me from linking to my own images that I want to use on internet forums... so this week I did a little more research and figured out how to have everything blocked except one little public folder. Again, you can have fun looking that one up on your own. (Start here.)

I also finally got around to fixing the image that appears whenever somebody thinks they're smart and links out to fourhman.com anyway. Which means you get a lot of stuff like this:

No longer pictures of Mappy, it's now free advertising.

Happens in French too:

That's from a French weblogger's site. You'd think he'd notice that.

This one is the greatest, however. FOURHMAN.COM VS. JUGGERNAUT!

The reason behind all this flurry of htaccess activity was the ceremonial opening of my MySpace page, because I wanted to post a bunch of my own banner ads on it. Not that I'm really all that interested in MySpace - jesus fuck, I own my own domain name - just that I know a fair amount of other people who are on it, and I hope that it would point interested parties over here to this site. Where all the awesome happens.

Is this a good idea?

I just added an "online videos" section to fourhman.com, and I'm still not at all sure it's the right thing to do.

I've always hated these sorts of un-funny viral videos that everybody passes along via email and weblog. But on the other hand, sometimes you do actually find stuff that is funny, that is clever, that is worth watching.

So in an effort to NOT throw out the baby with the bathwater, I'm going to start collecting links to the videos that I enjoy. As with most things here on fourhman.com, it's really more of a service for me than for you.

Of course, there's some legal pangs that go along with this. You won't find me linking to a stream of last night's exciting episode of Desperate Housewives. But I will post oddball, awesome and otherwise unavailable clips, like the first episode of the Sgt. Frog anime, which has yet to hit the States. I'll also always include a link to the video's original uploader, so you can always seek out and reward the person who originally went to all the trouble to digitize video.

This was a fun little Movable Type project for the afternoon. Bit of a mind-stretch to get the coding to present as I wanted it... and I'm unfortunately ganking some bandwidth from YouTube to grab the thumbnail images. So we'll see how long that lasts. It would be nice if YouTube had a embed solution for thumbnails, just as they do for the video itself.

And of course, the first video I chose to appear on the fourhman.com main page is that terrible David Hasselhoff video that everybody is braying over at the moment. I'm such a hypocrite.

EDIT: The videos section has since been removed, replaced by the Week in Links entries.

Games and Violence and Leiberman

Background: Here's a fun comment jam on one of Senator Joe Leiberman's ill-informed, insulting tirades against video games. He is quoted as saying "Video games have gotten better over time", but continues: "There's a couple out there that are horrendous... You ought to see one called Grand Theft Auto. The player is rewarded for attacking a woman, pushing her to the ground, kicking her repeatedly and then ultimately killing her, shooting her over and over again." The gist being that violent games begat violent gamers. Complete original discussion here.

Perils of Pauline
by StocDred (Score:5, Insightful)

So since gamers of the 80s grew up with games where you're constantly saving princesses, does that mean that generation is respectful, helpful and courteous towards women? Absolutely not. These bullshit arguments are always easy to deflate when you invert them.

Re: Perils of Pauline
by Thedalek (Score: 1)

This is a little skewed, actually. Most of the games which involved saving a princess either didn't involve the various actions involved in being kind to the royalty in question (Saving the princess in Super Mario Bros, for instance, was something that simply happened once the game was finished: You didn't give her flowers or compliments, open doors for her, listen to her complain, etc), or weren't popular. Besides, from what I observed, such games also promoted a misogynistic attitude. Most of the people I knew who played Super Mario Bros. did quite a bit of theorizing on the sexual exploits which followed the end of the game. I can further deduce that this is not entirely isolated to my area or circle of acquaintances owing to the sheer number of pornographic "hacks" which exist for the game.

On the other hand, a lot of RPGs involve the actual process of wooing a woman. Observe the behavior of a Lunar or Final Fantasy fan towards women.

The process you were just using is generally referred to as a "straw man argument". And shouldn't /.ers be insulted at the insinuation?

Re:Perils of Pauline
by Pluvius (Score: 1)

On the other hand, a lot of RPGs involve the actual process of wooing a woman. Observe the behavior of a Lunar or Final Fantasy fan towards women.

They tend to either let women stomp all over them or become so nervous that they can't even talk to them. Then the woman goes out with an abusive jock and the fan says something like, "Why won't that dumb bitch go out with someone that can respect her like me?"

So, what was your point?

Rob (BTW, the idea that most of the Final Fantasy games "involve the actual process of wooing a woman" is hilarious)

Oh, and his argument is supposed to be weak as an illustration of how weak Lieberman's is. The fact that saving the princess at the end of SMB isn't necessarily boosting the feminist agenda just strengthens StocDred's point (that killing people in GTA doesn't necessarily promote killing in real life).

Re:Perils of Pauline
by StocDred (Score:1)

And let's be honest... Leiberman isn't saying that kind of crap to start an intellectually valid argument. He's just doing what politicians do: say whatever the current audience wants to hear. The point is that there's no single bullet explanation that says video game violence will forever mar the current generation.

Everybody always considers it absurd that good gaming could instantly cause good behavior, but it's a foregone conclusion that bad gaming instantly causes bad behavior.

Re:Perils of Pauline
by Anonymous Coward (Score: 0)

Let's be honest again...Lieberman doesn't always say what's sure to get an applause from the crowd. Quite the opposite, he is booed a lot for expressing a view he thinks is right...probably why he's so far behind in the polls. I don't neccessarily agree with him on GTA, and many ppl here have made good points in countering his argument, but you have to admit there is cause for some discussion, and maybe even a little bit of alarm, when conversations like, "I went to smash the windows of all the stores at the mall, but then the cops chased me, so I shot them with the shotgun and escaped in my stolen car" become common occurrences.

Re:Perils of Pauline
by StocDred (Score:1)

when conversations like, "I went to smash the windows of all the stores at the mall, but then the cops chased me, so I shot them with the shotgun and escaped in my stolen car" become common occurrences.

And when will that be?

Re:Perils of Pauline
by Anonymous Coward 2 (Score: 0)

give her flowers or compliments, open doors for her, listen to her complain, etc

Oh, yeah, that sounds like a best seller right there. Get coding, we'll sweep those copies of GTA right off the shelves! :D

Game Review / Odama (GameCube)


I'm only about ten minutes into the first level when the thought occurs: "This is a pretty crappy game."

That's never a joyous realization - especially when $50 was tossed like so much salt over the shoulder - but it is particularly grating when the game in question is something you've been anticipating for months.

Odama is exactly the kind of offbeat, undefinable game that pulls me in. Games that offer up more than just various degrees of running / jumping / shooting / driving. I live for the thrill of locating games like this. They're underappreciated, underplayed... and in Odama's case, underbaked.

Created by Yoot Saito, the madman behind Seaman and the architect of SimTower, Odama defies all attempts at categorization. The closest you can get in "real-time pinball strategy." WTF. Instant intrigue, if only the game measured up. As it happens, the strategy part is minimal (and unapproachably frustrating) and the pinball part - the part that should have been a slam dunk - is slow and lousy.

The premise, however, is classic. The setting is feudal Japan and you are a warrior general, tasked with reclaiming the honor and locations lost to enemy armies. Your mental path is the Way of Ninten, which is one of several historically-flavored Nintendo in-jokes scattered throughout the game. (There's nothing blatant here, so don't thinking this is another nostalgia-fueled Mario reference fest. Any Nintendo bits are well-obscured and only for the most devout of fans.) Although you have small armies of soldiers and horsemen at your disposal, your chief weapon is the odama... which is a gigantic cannonball that you smack across the field to bash into buildings and roll over phalanxes of troops.

Each level - and there are not that many, which is probably a good thing - is set up like a pinball table. You have flippers at the bottom of the screen (hilariously manned by trios of strongmen) which form the lower boundary of an outdoor environment that uses natural features to create the rest of the pinball table. Houses and trees become bumpers that reveal power-ups. Rivers and trenches become paths for the odama to follow. There is some ingenious layout work here, and some appropriately challenging pinball sequencing... you know, were you have to hit certain targets to make a door drop and things like that. In the lower levels, the open nature of the boards almost makes up for the Jupiter-gravity speed of the ball. When things get cramped, as in the upper levels, it unfortunately compounds the games inherently flawed pinball sim aspects.

Levels are timed, and the game even visually illustrates your time running out by slowly turning the graphics to nightfall. If you beat a board with plenty of seconds left on the clock, you can earn additional balls.

The strategy portion of the game centers around a giant bell that slowly moves to the top of the board. In most levels, you have to protect the bell - through clever management of your armies and by accurate attacks with the odama - as it trudges north. When it reachs the top, you've beaten the level. Why is the game's key artifact a bell? Because it's fun to bang it with the odama, which sends out shockwaves that flatten advancing enemies.

Flanks of soldiers are released in small groups, whenever you hit the Z button. Your men will instinctively gather around the bell, but they also accept voice commands given with the Nintendo Mic (Which is a free pack-in, since we can't count on everybody having purchased Mario Party 6 or 7. Sigh.) You can order your men to march left, march right, halt, advance, press forward, and some other level-specific commands like "flood the river!" This is largely to micromanage the flow of battle, because, unbidden, your men will move on their own along with the march of the bell carriers.

Most of the time, you only have one giant mass of people gathered around the bell. So it's not all that RTS-esque, really. Defeating enemies becomes a numbers game, helped along by the odama's hectic flybys. Have more men than the enemy, and you'll advance up the path faster. Crash the odama through them to improve the odds; use the bell's stun technique to temporarily get them out of your way.

The most fun is to be had when you have to split your seething tumor of helmets and pikes into smaller groups to achieve special mid-level objections. Then you actually have to think about stuff instead of just controlling the odama action. When special locations are triggered on the board, you can use the d-pad to select them and order your troops to Rally! on that spot. Then they can pick up keys, attach water wheels, move giant statues, attack enemy generals, or whatever needs doing to progress.

You also have to consider your army's morale, which drops whenever they are outnumbered or roadblocked. When their morale is down, they will openly ignore your orders, which usually results in a slow retreat (and if your bell ever gets pushed back to the bottom of the screen, you lose.) Improving the groupthink disposition is as easy as releasing backup waves, however, so it's not much of a trial. Unless you're out of troops, chump.

Naturally, rolling a giant metal ball through battalions of troops will crush them. And your hometeam is not immune to the odama's rampage, although your guys usually have a better sense of the odama's approach and will sometimes hurry out of the way. Soldiers of either flag will talk during each battle (in text only, which obnoxiously covers the game board) that often includes their final words. Mr. Saito has been often quoted is press releases as hoping that the odama's lack of discrimination will encourage players to consider the value of human life and the implications of leading men into war... which, while that's a typically Japanese pull quote, isn't exactly the feeling I took away from the game. I spent more time considering how boring and un-fun it was to play.

You can pick up a green power-up that allows the ball to conscript any enemy soldier it touches. This is key to increase your available troop count. Giant rice balls can be launched onto the field (you have a targeting crosshair that is difficult to maneuver) to distract enemies with a tasty meal. Other power-ups include the usual time extenders and extra balls.

Even apart from the mostly-trustworthy voice input, Odama has a quirky control scheme. Your flippers are the shoulder buttons, happily. The X button opens the mic, which you can clip to your GameCube controller (or WaveBird) with a clear plastic claw that snaps over the top end. Z releases more troops. B cycles between selecting a rice ball or mounted soldiers (which, although they sound cool, are largely window dressing), and A actually launches your selected choice. Confusing. The d-pad rotates across the available rally points, including the bell itself.

What is weird is the use of the analog stick. It controls both the launch crosshairs and tilts the entire playfield in any direction. Sort of like a less extreme Monkey Ball. The tilting is fine... and, in fact, necessary to juggle the odama around more effectively. But why slap the crosshairs on there as well? What's the C-stick doing all this time?

This mostly sounds like a silly, ambitious, bizarre title. Which it certainly is. What it is not, unfortunately, is fun. Pinball needs to be fast. Half of playing a good round of pinball is using the ball's speed to your advantage, banking it off your flipper at just the right angle to keep the momentum but control the angle. You simply can't do that in Odama. The ball is stuck in glue and completely loses what little speed it has as soon as it hits the top of its arc. You can yell at your tiny troops all you like, but it's the odama that's going to win the level. So when that part sucks, it removes the game's entire purpose for being.

There are a couple notable boards - a giant three-sided mountain attack against a giant spider-dude being one of the game's main showpieces - but much of it is pure drudgery. And get this: if you want to go back and play one of the previous rounds - you know, one that was more fun than the one you're stuck on - you essentially rewind yourself in time and lose whatever higher levels you had already played! Fucking hell, Odama. And you can't unlock Free Play until you've beaten the game, so any pick-up-and-play value is reserved only for the hardest of hardcore who have the energy to devote to something so frustratingly heavy.

It is also incredibly ugly and plain, like it's been buried in a moldy cave since 2002. Don't bother using the zoom-in pause feature unless you want to make yourself sick.

Such a disappointment. I've been looking forward to this one for well over a year now. If only they would have gotten the damn pinball right. You could have easily overlooked the punishing learning curve of troop management if only you had some good old fashioned pinball fun to enjoy. Yoot should have toned down on the thick morality play and just made a fun game. More troops. Faster play. Crazier boards.

Odama is a painful experience. It is the worst video pinball you've ever played awkwardly married to a simplistic voice-activated Army Men game. It's worth a look on sheer shock value, but it is a terrible purchase at $50. Nintendo should have been upfront about this one and listed it at $20. And still thrown in the free microphone.





My Leige?

Odama's narration is handled entirely in Japanese with English subtitles, which is fitting with the theme. The narrator - an unseen counselor in your army - will berate you for repeated failures. He'll even suggest you go take a break if you continue too many times. He's keeping track of your play schedule as well... remarking "I almost forgot what you looked like!" if you haven't played in a few days.

The Great Peripheral Switch

When Odama was first announced, it was noted that a second player could use the DK Bongos to beat out a morale-boosting rhythm during the game. This must have been too strange even for Yoot Saito, because the Bongo functionality was quietly dropped and replaced with the voice-activated command system.

(By the way, the GameCube Microphone plugs into your second memory card slot.)

However, if you plug your DK Bongos into the second controller port, they can serve a moderately useful function: deploying reserve troops. Whacking the drum will call forth another crew of soldiers. I'm not sure if this was intentional, or if the bongo normally sends its input back to the GameCube as a Z button click.


Super Luigi's Rogue Ball Leader

Luigi's Mansion
released November 2001, purchased November 2001
click here for my review written in September 2005!

This game is a lot nicer than people will tell you.

The biggest Nintendo marquee name to show up for the GameCube launch... and it was only Luigi. That right there pushed it into the realm of unnecessary oddity. Furthermore, most early reviews of the game described it as a tech demo, implying that it doesn't have the chops to stand against other games. There was also a camp that suggested Nintendo was simply trying to "mature up" their normal franchise game with a horror feel. Also recall that the PS2 was entering its second year about this time and had the expected infusion of mega-awesome: GTA3 and MGS2 had just showed up.

So a new Nintendo kiddie title wasn't going to break anybody's fingerbones, no matter how pretty it was.

And it is pretty, even compared to games five years later. Luigi, the translucent ghosts, the cartoony mansion architecture... it looks damn good. When you pulled up this game - and millions did, it was a launch title - you saw a vision of the Nintendo universe that was far and away above Super Mario 64. It looked next-gen.

It falls short in length... the game is called "Luigi's Mansion," not "Super Luigi World," after all. It also suffers from a desparate need to assign actions to every conceivable button just so we could all get used to the fancy new GameCube controller. But jump into that skin and this is a happy, fun little game.

Memory Score: Nintendo does Resident Evil. Brilliant.

Star Wars: Rogue Squadron 2: Rogue Leader
released November 2001, purchased November 2001

This was the launch title that blew your doors off. When you saw that beautifully rendered X-Wing sail over that detailed Death Star, you knew that the GameCube was more powerful than the PS2. Comparing Rogue Leader to February's PS2 Star Wars: Starfighter... well, it was no comparison at all. Starfighter was a cheap Episode 1 cash-in. Rogue Leader was an immersive dogfighting adventure in the Star Wars universe.

It also wasn't afraid to kick your ass around a little bit, with piles of upgrades hidden in ridiculous locations, rewards that required absolute goal perfection, and intense endgame firefights. All of which made this the first GameCube title I could never beat.

Memory Score: The Launch Lust title.

Super Monkey Ball
released November 2001, purchased November 2001

You're not going to believe this, but there was a time when Super Monkey Ball was a GameCube exclusive that was just as weird of a concept game as Mr. Mosquito or Katamari Damacy. You rolled around balls filled with monkeys, man. It was bizarre.

Of course, it turned into another soulless console whore... but as a launch title, it was the strange Japanese niche title with stellar word-of-mouth.

And it was classically fun. Decent multiplayer modes, an old-time arcade feel, and bonus games that were worth playing. (We burned through a ton of Monkey Target.) If you were an average player, you had plenty of fun. If you were a gifted player, you had plenty more puzzles to unlock. The game worked for every skill level, and gave the GameCube its first party game.

It all seems so normal today, doesn't it?

Memory Score: Fall out!

Next time: Mario's age-old enemy visits under the new flag of peace, Spider-Man swings in for an early movie tie-in... and the game that has come to define every Nintendo console since the N64.

Class of 2006

I'm sitting here watching my youngest sister graduate from college, and it suddenly occurs to me that ten years ago, I was graduating from college.

And I have almost no memory of it.

I don't mean that I was so blitzed by the party the night before (there wasn't and I wasn't). I just don't remember it. It was indoors, that's all I got.

However, I do recall the feeling of it. I remember being swept up in the hurricane of the graduation process. The annoying rehearsals, the final classes, and getting your real diploma only after the school was certain all your bills were paid up.

Colleges want to make this out like it's a big deal, as evidenced by all the Go Forth And Serve speeches I just heard, but where you're sitting in the folding chairs trying to be sure your tassel is hanging off the correct quadrant, this is just one more scene in the production. The last week is so fraught with staged pagentry and hurried relocating, that there's little chance to even consider what is happening.

In real terms, you just lost your house. But the good news is that you don't have to go to classes anymore.

This ceremony would be more impressive if they held it six months from now, and demanded to know what the kids have done since. Right now, though, it's just the last time all of these kids will be in the same room again (or auditorium, or theater, or field, or hockey rink.) And in the college-endorsed rush to get everybody the hell off campus, phone numbers will be lost, email addresses will be forgotten, and a good portion of the Class of 2006 will never see another alumnus again.

What I find most interesting at these things is the dying throes of social heirarchy. When each name is called, you get scattered pockets of applause and hooting. Some kids get polite clapping; others get screams and air horns. I'm always intrigued by how this identifies the clowns, the popular, the slutty and the nameless. I want to know each Class's unique gossip. Who are the true standouts, and who just have the largest group of assholes for friends. Did the recipients of the many student awards really deserve it, or were they just the biggest asskissers. There should be an underground program offered to explain this stuff to me.

So far, there's been no grandstanding on stage. You know, no dude who moons the audience or does a cartwheel past the podium. I would estimate that about a third of the group has completely forgotten to turn the tassel, and the woman who ushers them over for the post-coital photograph directly offstage is not bothering to remind them.

Congratulations, Class of 2006. Now go forth and serve. It's only going to be cool if you make it that way.

The PS2 Plan

Now that we've all had the bad news - the PS3 costing as much as a used car - I am forced to do what no doubt many unhappy gamers are doing right now: come up with an alternate plan for the next year and a half.

See, back when we assumed the damn thing might cost $400 at the most, it was quite a different story. With E3 behind us, we'd all be picking our favorite games from the launch lineup... checking out what awesome stuff will hit 1Q '07... groping for info on the online plan, new peripherals, accessories. We'd start THE COUNTDOWN.

But at $600? Forget all that.

Suddenly, there's no need to track the launch games. Who cares? Most of them will be A) Suck or B) Sports. Four-fifths of any console launch are games that you couldn't give away twelve months later. Early adopters jump on to see some eye candy, get that first taste of the interface. We know that first six month stretch is a losing gamble, but we're in there with our Fantavisions and Smuggler's Runs: playing simple games that look astounding. That's a launch for you.

Subtract yourself from the Day One crowd, and you realize that your new target is the second wave games. The Sons of Libertys. The Icos. The Klonoas. Games that have learned to look good and feel good.

Maybe there will be a controller enhancement in one year's time (like the PS1 switch to the Dual Shock.) Maybe a base hardware revision (like the incorporation of the infrared receiver on the PS2.) A bigger stock hard drive. A bundled free game. An online incentive program.

This is what happens when you realize that you're spending your money later, rather than now.

Like so many others, I'm looking to see what final moments I can squeeze out of my PS2. In a way, this is fortuitous, for I was beginning to think the transition from PS2 to PS3 would be too abrupt, and I would have too many great choices come November. Especially since I tend to disappear inside games for days, investing far more time to each game than the "Rent Fast, Cheat Hard" crowd. Here's what I've come up with:

Kingdom Hearts 2: Really, what is up with me not having this already? I blame Metal Gear. This one is coming up damn soon.

GTA: Liberty City Stories: (June) $20. I have trouble thinking this game will not be worth $20, even if it is only a PSP port. We'll see what the reviews say.

LEGO Star Wars 2: (September) Definite. The first one was so slick, and Rhon and I had so much fun playing it. I'd jump for the GameCube version, but there's unlockable content if you have a memory card save from the first one, which we have on PS2 since the GameCube edition came out sixteen years later. Grievous on Hoth!

Justice League Heroes: (Sometime this fall) I'm telling everybody I know that this one is X-Men Legends plus LEGO Star Wars. I really don't have much to back up that claim, except that I know the game will run like X-Men Legends and I'm hoping it will be fun like LEGO Star Wars. But really, no GameCube/Wii version?

I'm counting on that list to pretty much be my PS2 Experience '06. But here's the fill-in team:

Okami: (September) Looks awesome, but the demo struck me as just a smidge weak. I'll be there if I have an opening, but LEGO Star Wars 2 will probably own the tray by that point.

Sly 3: Honor Among Thieves: I stepped away from my beloved Sly Cooper series because I can't stand all the suckass second-string characters that have stolen his spotlight. When I see this hit the $20 mark, I'll pick it up.

Superman Returns: (October) I will be there for this one on principle, but I need some hardcore reassurance that it will not stink. GTA Spider-Man was short-term fun but ultimately lame. I would like GTA Superman to turn out better.

Guitar Hero: (#2 out in November) I'm a little iffy on investing in hokey single-use peripherals this late in the game. But the universe says this is a great one, and I usually do dig this sort of thing: cheesy games with oddball specialized controllers. We'll see.

Soul Calibur 3: Avoided this one solely on the grounds of righteous indignation, since I was one of the millions who bought the GameCube version of SC2 and fell in love. Then 3 comes out with no GameCube version?! It's like we broke up over the phone. But I would consider a relapse if I see it on the cheap.

Shadow of the Colossus: I thought this one was of the worst demos (for a supposedly great game) that I've ever played. Nevertheless, I would give it a solid try just as a favor to Ico.

And if I get totally bored, or if the PS3 maintains it's NASA-fueled price point:

God of War 2: Come on, people. The first one was merely okay, not great. It is mediocre hack-n-slash that just happens to look nice. It was enjoyable, but it didn't re-write the history of gaming.

Oh. And of course I'll be there on launch day for the Wii. $250 or less. Duh.

Nintendo and Connectivity

Background: this discussion was held just before Legend of Zelda: Four Swords Adventures came out and everybody was all uptight about GameCube games that required a GBA to play. The eReader was also a big bash-Nintendo topic at the time, being a device that used trading cards to unlock content or add content to GBA games. Complete original discussion here. My favorite part is the anonymous third-party posting after my reply.

Pisses me off
by Jerf (Score: 0, Flamebait)

Nintendo's marketting is really pissing me off. I own a GBSPA and I don't regret it, but their shameless attempts to make you buy extra crap for it is infuriating, because they cheat and make things that have no technical reason to require a Gamecube, or a Gameboy, have them.

I might have bought the Mario games, rehashes that they are, but I'm ticked off that to truly use everything on the cart, I have to shell out for a e-Reader. Why? No technical reason, just that Nintendo wants to sell you an e-Reader.

It backfired; now I'm considering getting a flash ROM for the GB and putting the Nintendo emulator on it instead. To hell with that crap.

So here's another game that sounds like it should be playable with just two Gameboys but requires a Gamecube (probably). I am not impressed here at all.

Not going to stop buying games for my GB but I find myself avoiding Nintendo's first-party games like the plague. I don't have a GameCube, I'm not going to get a GameCube, I don't want a GameCube. (I have a PS2 and if I get a second console it'll be an XBox... or considering the likely timing of that purchase, an XBox 2 if it's reverse-compatible at all.)

I'm a customer, not a mooing cash cow to be milked. The way it works is that I give you money for functionality... you don't withhold functionality in stuff I've already bought until I fork over extra money, I consider that a hostile act of war.

Re:Pisses me off
by StocDred (Score:5, Informative)

Do you have any idea how the GC Four Swords works? Everybody plays on the TV, but if one player ducks into a cave or house or something, that player switches to the GBA while the other 3 remain uninterrupted on the TV. Game Boys and a TV are required elements, so the game has more screen real estate to play with.

And as already noted, the eReader can add in totally new SMB levels. Totally new. Not unlocked or hidden, totally new levels that haven't even been created yet. (Of course, this assumes Nintendo will actually take advantage of this ability...)

I know it hurts you to spend money, but can you see how there are actual gameplay enhancements here?

Where's this spendthrift attitude over Xbox Live, where you pay a monthly fee for the service and then additional fees for Premium Content?

Re:Pisses me off
by Anonymous Coward (Score: 0)

God, your right! I bet Nintendo has a ploy with tv manufacterors to sell you tvs to play the games, food companies so you'll stay alive. All sorts of shit. You also have to buy another controller if you want more than one player playing. That's some fucked up shit.

Don't forget for some games, you have to finish it all the way to get secret stuff. God damn it, Nintendo. Keeping the good shit from sorry players.

My god you don't have to buy this shit you fucking moron.

CRY CRY WHINE i gotta buy some more shit becuase i'm a fucking idiot and don't know how to not buy it

god damn you nintendo

An American Snapshot

You know, if you're going to tart up your vehicle like this, the least you could do is learn how to spell.

Checkmate #1 This book isn't going anywhere. I may keep getting it just because I'm that sure it is going to be dropped from print in a year.

The thing is, this isn't S.H.I.E.L.D. This is an attempt to give the DCU its own S.H.I.E.L.D. and it just rings false. S.H.I.E.L.D. is always everywhere in the Marvel Universe. They're in every book, they're in every alternate universe reboot. They're important. Checkmate is not important. When was the last time you saw Checkmate in the DCU? They just sort of popped up to front that whole awful Max Lord storyline last year. They're simply not a major presence in the DCU and to magically pretend that they are is ridiculous.

Fire: Completely out of place and out of character. Alan Scott: Where the hell did that eyepatch come from? Sasha: I guess DC didn't think a book called "Batman's Girlfriend, Sasha Bordeaux" would sell.

This is one of those abortive event-spawned "ongoing" titles that will get retconned into a miniseries before anybody notices it's been dropped from Previews.

Ion: Guardian of the Universe #1 I'm still smarting over Jade's death, and I still don't believe she will stay dead for long, despite the ghost appearance in JSA #85. This 12-issue miniseries may be my best chance of seeing her, if only in Kyle's tortured, introspective flashback splash pages.

This was a really bad first issue. Although, intellectually, it's not a first issue. It's issue #182 of the Kyle Rayner Green Lantern series, as hijacked from Hal Jordan with issue #51. Even though Hal got the GL title back - and rebooted the numbering - Kyle's story continues here. Viewed as just an everyday next issue, it's not bad at all. Hell, it has Torquemada in it, who is my choice for the Lantern most deserving of future attention.

Fifteen years ago, we had a ton of Green Lantern-related titles on the racks - GL, Mosaic, Guy Gardner, GL Corps Quarterly - and they all imploded. We're getting to that point again, with GL, Ion, and the upcoming Green Lantern Corps. During all these years of Kyle being "the last Green Lantern," conventional wisdom held that the Lantern books just didn't sell. So why are we doing this again? Hal's book is floundering already, story-wise... and had the unfortunate timing to premiere mere months before getting thrown into the future under One Year Later. No one is going to put much stock into Ion. Corps is the one I'm looking forward to... but I can't help but think how nice it would be if we could just have all the Green Lantern stories and characters in one book again.

Villains United Special #1 This was a masterpiece. And conceptually, it should have been terrible... because it can't end (it leads directly into Infinite Crisis #7), it has far too many characters, and the "heroes" of the original miniseries are barely in it!

But it is well-written, well-choreographed... and a damn fun read. Gail Simone reached a lot of new readers with Villains United, and her writing has deservedly won accolades. She writes smart. She avoids the characters acting as cliched super-hero standbys. She has managed to turn a bunch of second-string (shit, third-string) characters into interesting, fully-formed people. Dr. Psycho, Catman, Calculator, Dr. Light... even Captain Nazi has his moment in these pages. That, ladies and gentlemen, is a gift.

The only error is Fire appearing in her backup-singer-for-Prince outfit.

Ultimate Fantastic Four #29 Why do ALL THREE Fantastic Four titles ship in the same week? Jesus, people.

Greg Land's artwork completely and totally sucks. He is a major distraction on this title and needs to be shunted.

Why again is this storyline called "President Thor"? He has had almost nothing to do with anything. And in fact, all of his scenes across the three parts could have been trimmed out or replaced. In this issue, you only see him in one panel, dying.

Marvel Knights 4 #29 Oh right, we're supposed to just call this book "Four" now. Fucking Marvel. At least they're admitting the phrase "Marvel Knights" is horrible.

This book has been really uneven lately, with the lowest point being that Impossible Man / Mary Sue thing a couple issues back. I will say this about new penciler Clay Mann: he knows his anatomy. Unlike most comic hero books, his characters look like actual humans. That bit of realism is especially nice in a Fantastic Four title, since the team doesn't really need any exaggerated anatomy. I despise when people draw Mr. Fantastic all muscley. There are no Captain Americas or Supermans on this team, just normal people. Well, and Ben, but his appearance is so distinct that he's the exception that proves the rule.

Fantastic Four #537 You know what's great about this issue? Dr. Doom is back, and he has returned to his classic costume. No more bio-mechanical Giger armor!

Oh, and the image on the cover? Not a portion of it is true. Especially the "The Road to Civil War" part.

Civil War #1 Speaking of that...

First of all, nice cover. It's cool to see companies playing around with the format. Just because comics have been around since the '30s doesn't mean they have to continue to look like it.

OK. Civil War was good. It strikes me as unusual for a Marvel title, because it's so cerebral. And it is extremely topical: the US government decides all super-heroes need to be registered, in an effort to stop vigilantism and future tragedies. What kicks it off is genius: the New Warriors - who have sucked since forever - get themselves and a sizeable chunk of Connecticut blown up on reality television.

This is what Marvel does best: integrate super-heroics with reality. If we had masked heroes with unbelievable powers wandering our cities, you can damn well bet George Bush would want them all under his leash. This is a very timely story, and comes off as very well-reasoned. "Reality" is built into Marvel's DNA. This is why their properties have struck a chord in other media, why they translate just a little bit better to live-action movies. DC did a reality-super-hero-show storyline back in Young Justice several years ago, but it was more for laughs and soap. More like Real World. Marvel chose COPS as their template.

Of course, DC did this same storyline already - the government coming down hard on heroes. It's a major part of the DCU's heroic history: the JSA operated in the '40s, was forced to disband (or fall into line) under Joe McCarthy's '50s, leaving a gaping lack of heroes for many decades until Superman made his debut. That's DC's canon.

Interesting that comics writers find similarities between the witchhunts of 1955 and the current administration.

But back to Civil War... the worst part is that Marvel presents the book to us from a position of failure. There's a big "editorial" in the back that introduces us to all the major characters, and describes where we can read more about them. This is Marvel awkwardly begging us to buy more books, and it comes off as totally humilating and pandering. Guys, I know where to "read more" about the Human Fucking Torch. If you think for a minute that a book called "Civil War" with Captain America and Spider-Man on the cover is going to bring in new readers who don't know where to find X-Men trade paperbacks, you're an idiot. That entire editorial should have been stamped "ADVERTISEMENT." Pathetic.

I just hope that, unlike House of M, this event actually ends within the core series.

Infinite Crisis #7 Here it is. The big finish. We pick up right in the big mega-battle, where Villains United Special left off. Just as quickly, we follow crazy Superboy-Prime into deep space, where he runs straight into the Green Lantern Corps. Awesome.

For my money, the cosmic nature of Alex Luthor's gambit faded rather fast. One issue, he's metaphorically juggling planets, and the next, he's de-powered and hiding in alleys. But his final scene was fabulous. A key moment that rides off of multiple subtle plot elements throughout the storyline.

I'm also not sure we were given enough rationale for Superman, Batman and Wonder Woman disappearing for a year. Perhaps their individual titles handled it in greater detail.

There's a splash page at the end (*yawn*) that is destined to become one of those things that gets ridiculed as time goes on. Because, not content with just sticking to the established heroes... not even willing to stop at adding in the b-listers who happened to play a role in this storyline (like Catman, Detective Chimp, and the new Blue Beetle)... no, this spread has to include every DC character who either currently has a title or will have one in the next few months, regardless of relevance. The new Aquaman who isn't really Aquaman. The Creeper. Vixen. Grant Morrison's Seven Soldiers of Victory lineup is in there, which is outlandish. And then there's Martian Manhunter's awful new costume. And plenty of smaller figures that are barely identifiable. Northwind, is that you? What a waste of two pages.

52 #1 This is high concept. A comic book that takes place in real time! Each issue covers one week in the "missing year" that occurs between Infinite Crisis and One Year Later. There's a new issue every week, hence, 52. Neat.

Booster Gold figures heavily into it, brilliantly returned to his roots as a hero-cum-spokeperson. It is still odd to see him without Beetle by his side. Steel takes away Natasha's armor... which sucks because her set was far more interesting than his. Elongated Man almost kills himself... my prediction is that he will die somehow anyway (under the conspiracy theory that DC would rather not have two stretchy heroes, and Ralph is more providentially expendable than Plastic Man.)

And, randomly, Black Adam is also a star. I like the guy, but I didn't know anybody else did. At least, not this much. He was a big part of Villains United and Infinite Crisis, and now 52. DC is turning him into their own landlocked Sub-Mariner. Visually, he was just about there, so this will complete the transformation.

By the way, all of those creepy pixel-pics come from this French website called "Ze Ball Breaker." There. I just triggered you wasting half an hour. Enjoy.

Revolver of Darkness: Outbreak

Disgaea: Hour of Darkness
released August 2003, purchased March 2004

Picked this up during a personal PS2 drought, based on the glowing recommendations of everyone in the world.

And I just could not take it.

Partially, it was the old school graphics. Visually, this is a PS1 game, and that is no exaggeration. But I could have easily gotten past that - I'll play GBA games on my TV, for crying out loud - if the gameplay itself had gripped me. But I found it painfully and unnecessarily opaque. This is not a game for attracting new fans to the style (it's a tactics game, did I mention that?), it's a deep and muddy reward for people who already like this sort of thing. It just seemed like at every point where they could have made the game fun, they took the fast train to Tedium. Population: a million palette-shifted 2D sprites.

Just not my thing. Could have worked for me as a GBA title, but I felt like such a chump sitting there in front of my giant TV arranging cardboard characters on a grid map and clicking through menus.

I liked the concept - young renegade demon prince battles his way across Hell to be the next Lord of the Underworld. I liked the characters - exploding anime penguins! I liked some story elements - you have to petition the demonic Senate, and if they deny your request you can battle them for it. I just didn't like the gameplay.

Memory Score: And then you level up weapons by going inside them? WTF?

Resident Evil: Outbreak
released April 2004, purchased April 2004

This was the worst goddamn game in the world.

I had high expectations for this title. You can laugh, but I trust the Resident Evil series to be awesome. (If you are laughing, you probably haven't played Resident Evil 4: No Subtitle.) And Outbreak was the big online venture. This was a big reason why I took my PS2 online. Even just saying "Resident Evil Online" summoned up a glorious imaginative fun world of candy and lollipops.

Unfortunately, it was to remain imaginary.

There is almost nothing about this game that can redeem it. It is a collection of great ideas melted into slag. Episodic levels that could have focused on the trials of everyday people trying to live through the Raccoon City T-Virus outbreak are demolished by nonsensical audio samples and horrible loading times. Squad-based multiplayer gameplay that could have enlivened the Resident Evil formula is buried under unbalanced characters and terrible loading times. An online exclusive that had the potential to bust the "PS2 online" concept wide open was ballgagged by an inability to communicate with your online partners and disgusting loading times.

I suppose I could have picked up the PS2 hard drive to pare down the horrible, terrible, disgusting, tension-killing, door-animating load times. But even after dropping $100, I still would have had the awful audio, the confusing where-the-f-am-I gameplay, and the hilariously archaic controls.

The cutscenes were pretty sweet though.

Memory Score: Sucked ripe juicy ass. Although I still enjoy imagining "Resident Evil Online."

Red Dead Revolver
released May 2004, purchased May 2004
click here for my review written in May 2004!

Maybe I was just coming off a deep blue funk (see above), but I thought this game was terrific.

The Western is a genre that everybody wants but nobody buys. I tend to seek them out, perhaps because of this strange-but-true dichotomy. I recall getting super excited about Gunslinger, a Wild West title that was making the preview rounds before the PS2 even came out. And then Gunslinger disappeared into the foggy mists of vaporware. Happily, Red Dead Revolver rose to take its place, albeit four years later.

RDR delivers. The art direction is unique and detailed. The action tweaks the typical third-person shooter game with Wild West elements (like pistol showdowns and horseback levels.) The splitscreen multiplayer is fast and fun. The environments covers every Wild West film standard in the book. The unlockables are interesting and worth collecting. It was just too short, clocking in at around six hours.

Aside: I found a American-made manga called No Man's Land, which is a Wild West story with horror elements. Sort of Trigun-esque. An anime Deadlands. I'm reading it and thinking, Man, this looks familiar. When I get to the bonus sketchbook pages, it hits me: they copied the environments from Red Dead Revolver. Take a look; it is a blatant swipe job (unless the artist was in fact an RDR resigner, but what are the odds of that?) It casts a shadow on the included comments "I like to draw floorplans and map out buildings even if we don't see them in the manga ... Lots of research and attention to historical detail is required to get it right." Actually, you mean lots of pausing Red Dead Revolver was required to get it right.

Not that RDR was a bastion of originality itself, mind you. Much of the plot is culled from several specific Western movies ("The Quick and the Dead" being the most obvious.) And the soundtrack is composed entirely of classic Spaghetti Western tracks (which is totally cool with me.) But there is a distinction between a loving homage and uncredited tracing.

Memory Score: Will it stand as the best Western game ever?

Next time: A big movie tie-in with limited appeal, the only driving game you'll ever need... and what's this? A sports title?


Metal Gear Solid 3: Subsistence is the 2005 re-release of 2004's Metal Gear Solid 3: Snake Eater. This collection consisted of three discs, "Subsistence" being a slightly re-worked Snake Eater, the "Persistence" disc has the first ever online Metal Gear game plus tons of bonus features, and "Existence," which presents most of the cutscenes from Snake Eater re-edited into a 3.5 hour movie. I picked up the Limited Edition, which adds a fourth disc, a half-hour DVD documentary on the entire Metal Gear saga to date.

It's incredible and you should already have it. If you need to know more than that, read on.

Disc 1: Subsistence

Snake Eater is largely Kojima's apology to anyone who was pissed off by Sons of Liberty.

There. Go find anybody else who will tell you that straight up.

I loved Sons of Liberty. I loved how the game expertly combined superb action sequences with a head-scratching nonsensical plot. But I'm pre-disposed to enjoy that; I like when somebody combines the super-serious with the super-ludicrous. E.G. Twin Peaks... the Doomtown card game... or any given Carl Hiaasen novel.

And the surprise switch to Raiden? So what. I enjoyed the mystery of What Happened to Snake, and I liked following him around throughout the mission. It was an interesting twist, yet Kojima was crucified over Sons of Liberty. To this day, gamers still make fun of Raiden, bitch about the plots and sub-plots and sub-sub-plots, and complain about the abundance of cutscenes and CODEC conversations.

So, for me, finding that Snake Eater was a comparatively normal action game was a bit of a drag. There's still the standard MGS weirdness: twisted super-heroes as enemy bosses, surprise "hidden" stuff, and plenty of existential dialogue. But the plot is a more-or-less on-rails espionage tale, full of double- and triple-crossing, lots of Cold War Era demogoguery... and a ton of scenes where Snake gets his ass kicked to a pulp.

Kojima has reigned himself in a bit. There's nothing in Snake Eater that rivals the Crazy Colonel sequence from Sons of Liberty. And the ending - unlike Sons' mind-bending WTF? finale - actually explains things rather than raising new questions.

As all Metal Gear fans know, series hero Solid Snake is a clone (one of three, we think) of Big Boss... Snake Eater takes us back to Big Boss's younger days as a CIA spy in 1964. So he, of course, being Snake's progenitor, looks, talks and acts just like the Snake we've grown to love. And his codename throughout the mission is, happily, "Snake." Neat trick by Kojima-san there. He gets to explore a fresh new time period while still maintaining the same visual character. Snake '64 even has his son's odd habit of incredulously repeating everything that was just said to him.

Controls are just the same as Sons of Liberty, even if the weapons are not. You still start with a tranquilizer gun, can pop out from around corners, and can hold up enemy soldiers for additional pickups. (Just no laser sights!) Snake Eater expands your reportoire of combat moves - allowing for you to wing guys around more impressively, or even interrogate them at knifepoint - but if you're like me, you're the type of coward who tranq's enemies from a distance, drags their bodies off into the tall grass, and them caps them with a silenced .45.

The biggest interface change is the HP / stamina meters, which act as one giant life bar... your HP will constantly refill, as long as your stamina bar is okay. This makes life management more complicated, since you can't refill your HP bar directly (until you find some Life Medicine, anyway.) Stamina is refilled by eating things - Snake Eater's big claim being that you have to kill and eat animals found in the wild - but that isn't going to be fast enough to help you in a boss fight. Different species of animals give you different stamina boosts and other effects, so part of the fun is eating random fauna just to see what Snake likes best. Hornet nests are an unexpected delicacy. There are mushrooms in the game, but not enough that you could keep Snake vegetarian!

Then there's Snake's emergency medical skills. Whenever you take an especially serious injury, you have to perform field medicine to heal it, or else your HP life will stay low. In a game where you're constantly taking bullets, you'd think this would easily turn into a complete game stoppage... but it only makes you heal up gun wounds after you've absorbed major fire. You will also have to apply ointment after being to close to an explosion, mend broken bones, sew up deep cuts, and even take digestion pills for a stomachache.

Which makes for a nice bullet point on the box, but it's more chore than fun. It's not like Trauma Center, where you actually have to stitch and scapel bodies. It's all handled via inventory selection inside a pause sub-menu. Need to remove an arrow? Click knife, click disinfectant, click styptic, click bandage. Not especially compelling. Plus, it is ridiculous to be inside a boss fight and then have to take a timeout to extract a single bullet from your arm.

A more useful upgrade is the camoflage system, where you have to regularly change your face paint and coveralls to more adequately blend in with your environment. A percentage tells you how invisible you are to the unsuspecting eye; maintaining a high percentage decreases your chances of being spotted. There are plenty of outfits to collect, ranging from normal to ridiculous, and it gives Snake Eater a fun collectible that fits in with the game's theme.

I think the most interesting unique feature to MGS3 is the death pill/revival pill combo. In certain situations, you can fake your death to lull enemy soldiers into your grasp... or to get them to leave you alone so you can sneak off again. The thing is, that death pill really does kill you. You get the game-ending "Snake is Dead" message and everything! But note that your item inventory button is still active... so you chomp a revival pill and you're back in the game! Very out-of-the-box, very Kojima. Easily his most bizarre and transcending moment in the game, and probably his sole concession to guys like me who enjoyed the Crazy Colonel and "Fission Mailed" elements of MGS2.

The Subsistence version of Snake Eater adds a user-directable third-person camera (more like Halo or Tomb Raider), so you're no longer stuck to the overhead viewpoint typical to a Metal Gear game. I found myself using the third-person cam almost exclusively, but sometimes it is useful to cycle between the two, because you can often see more of the surrounding environment from the old style camera.

The fun of Metal Gear Solid is in the discovery. The game has tons of content that rewards thinking out of the box... and complete pedantic exploration. Calling certain people at certain times will yield bizarre, one-time-only conversations. Putting certain NPCs to sleep with the tranq gun will trigger hilarious unconscious mumblings. Sure, the level structure is linear... but no two players are going to play this game the same way.

I went through almost the entire game without holding up any guards, simply because I forgot you could do that. I never found the famous crocodile hat. I only found one secret radio station. But I did reveal EVA's hoi polloi dinner selections, got The Sorrow's secret camo outfit, and heard the hilarious conversation between Snake and Major Zero regarding the Raikov mask. That was my Snake Eater experience. Yours will be much different.

Disc 2: Persistence

Online play. This is a big deal these days, but not something to which I find myself particularly drawn. If I was playing only with/against friends, it would be a different matter. However, I do know enough to see when a game does online play well... which was undoubtably a challenge, seeing how the multiplayer mode had to retain that "Metal Gear" feeling. Which it does. Any dev team can toss out a new FPS game, but adapting Metal Gear Solid to online play is a whole 'nother matter.

What is key is that the controls are the same. You still have your usual third-person view and you can switch to the first-person view for precise targeting. You can toy with all the fun props, like claymore mines and Snake's huge porn collection. It looks, feels, and plays better than SOCOM, in my casual-shooter opinion. (But keep in mind, I only played the first SOCOM and then bailed due to boredom and a fear of ugly graphics.)

The point is: they had no option to screw this game up, because fans expect quality from Metal Gear. And they didn't. Unfortunately, tacking this on as a bonus feature on a re-release means Konami has already cut the potential audience in pieces. Even if the whole Subsistence collection only sells for $30, which is a great deal if you managed to avoid picking up Snake Eater by itself (for $50!) a year ago. On every night I played, I saw only about 1000 players populating three out of twenty game lobbies. That's not a very lively community for a game that's only a few months old. Hazarding a guess borne by continual sniper headshots, I would say the player pool sits entirely at two extremes: the hardcore nuts who have already invested enough time to qualify for health insurance, and the casual newbies like me who exist as nothing more than statistical victims. So good luck.

I had more fun with the retro collection: the first two Metal Gear games (Metal Gear and Metal Gear 2: Solid Snake) in their original MSX forms. I beat the first one in under four hours, but lacked the endurance to venture much into the sequel. Regardless, it is fascinating to see how these two games (from 1987 and 1990, respectively) evolved into the modern-generation MGS experience. There are so many elements that were first seen in these little 8 bit adventures, from gameplay all the way up to art direction. The Metal Gear Solid series is completely endebted to its retro roots, moreso than I would have imagined. Just be warned, like most old school games, they can get tedious.

Then there's Snake vs. Monkey, where you return to various Snake Eater environments to hunt the loosed simians from the Ape Escape series. Honestly! Even if you're steadfastly against this sort of thing (hey, why is that?), you have to boot this up just for the opening movie - which is the single funniest CODEC conversation ever - and for the grotesquely funny combination of Metal Gear and Ape Escape worldviews. You cannot beat seeing grumpy ol' Snake doing an end-of-level cheer in a motion capture animation stolen directly from the heroes of Ape Escape.

Duel Mode pits you against the bosses of Snake Eater in time trials. (By the way, the first Metal Gear has this too!) The Secret Theater contains blooper-style cutscenes. And did I mention you can download new camoflage types for use back in the regular game?

Seriously, there is almost too much to do here.

Disc 3: Existence

Everyone should do this. The Existence disc turns the Snake Eater cutscenes into one cohesive 3.5 hour movie. Yes, it makes sense! They included some actual gameplay scenes to cover any obvious holes in the plot, or where you would otherwise have spent ten minutes staring at radio dialogue.

So yes, it is a real movie... something you can watch and understand without having played the game. Now, it's not a great movie, unfortunately. There are far too many dry points, the kind of stuff that would have been edited out in a real movie production.

The crazy thing is that I noticed some game cutscenes that they skipped... so this thing could have been even longer! I still watched and loved the whole thing, and if I had one wish to point toward the gaming industry, I would ask that more developers consider including bonuses like this. If G4 didn't recently decide to become an even more worthless version of Spike, they should have negotiated a re-editing deal years ago. Imagine seeing a three hour Kingdom Hearts movie some Friday night at 8pm on G4. Or Resident Evil. Fatal Frame. Ratchet and Clank. Metroid Prime. GTA. Eternal Darkness. Start treating our hobby like the artform that it is, instead of as a self-defeating masturbation of violence and male egos, and maybe we'll start getting some respect out there.

Oh, and don't try using the PS2 remote to control it like a normal film DVD. Stick with the Dual Shock. It may look like a movie, but it still thinks like a game.





Another Layer?

Yes, there is a ton of Raiden-bashing in Snake Eater... and even more in Subsistence (don't miss the Metal Gear Raiden movie over in the Secret Theater!) There is an ineffectual Russian soldier - named Raikov - whom you easily subdue and impersonate, who is a dead ringer for Raiden. Plus, it is hinted that he is the sexual boytoy of one of the game's major baddies. At the beginning of the game, if you select that you liked Sons of Liberty, you are treated to an alternate opening movie that pulls a surprise Raiden switch. Then there's the Snake Eater preview movies that show Snake and Raiden fighting over who will be the star of MGS3. Not to mention the conversation where Snake discusses if his Raiden mask will "make him look cooler." It's a Raiden celebrity roast.

Initially, I figured this was Kojima poking fun at himself and the Raiden character... and essentially siding with all the thumb-sucking masses who whinged endlessly about not being able to crawl inside Snake's sneak suit for most of the game.

But then I remembered Kojima's famous explanation for MGS2. That Metal Gear Solid was the game where you infiltrate as Snake, and Metal Gear Solid 2 was the game where you infiltrate with Snake. And I thought, that is the comment from a guy who thought long and hard about his decision to create a new lead character. Ultimately, Sons of Liberty was all about toying with the player. Challenging our expectations for an action-adventure video game. Layering virtual reality upon virtual reality, until we could no longer be sure who was playing who. This is an advantage that video games have over passive media, and something that is very valuable to explore. I just don't see Kojima backing away from that so readily and gleefully.

So I think Kojima is fucking with us yet again. With all the Raiden jokes, he is exposing how silly the whole discussion was. He is pointing out that most gamers never bothered to put two brain cells' worth of work into thinking about Sons of Liberty. We mock what we do not understand. Kojima mocks what we do not understand.

Not that I'm saying Raiden will return, because Kojima knows he took some market share hits in the years following Sons of Liberty. Lots of gamers took off after Splinter Cell, which initially billed itself as Metal Gear without everything you hate about Metal Gear. Raiden, the crazy plot, Rose nagging about their anniversary, all of that contributed to the Metal Gear franchise losing some traction. In a pure business sense, Snake Eater needed to gain some ground, and it did. We're all back onboard watching those lovely PS3 trailers for Metal Gear Solid 4 and wishing the future was here and we were all rich.

Busting on Raiden was part of that deal with the marketplace devil.

Metal Gear Saga, Vol. 1

Available to Subsistence pre-orders only, this DVD has a play-by-play of the chronological history of Metal Gear. It is well done, but only half an hour long. I would have liked to see more behind-the-scenes interviews and development video, like we did on the bonus materials for Sons of Liberty's re-release title, Substance.

Again, why doesn't G4 get off their Man Show Ripoff asses and do stuff like this?


Sony's Proprietary Media and Columbine.

Background: this discussion was held when the specs were released for the PSP, and we all found out about the ill-fated UMD disk media. Any stupid bolding was used by the original poster. Complete original discussion here.

Ugh. More proprietary media.
by Anonymous Coward (Score: 0)

There are perfectly good open, royalty-free media options such as mini DVDs that store 1.8 GB.

I will never understand why Sony went with this proprietary medium. They are denying me as a consumer my fair use right to duplicate the media that I buy with my money. They are also denying me the right to burn copies of any disc I want, so that I can evaluate the media beforehand.

In conclusion, I predict that this device will fail miserably. Superior competitors such as the Nokia N-Gage (which uses MultiMediaCards) will emerge victorious.

Sincerely,
Seth "Expert" Finklestein

Re:Ugh. More proprietary media.
by StocDred (Score:0)

That's precisely why they went proprietary. Because they don't want people to dupe their disks and burn off free copies. The N-Gage superior? In what way?

Re: Ugh. More proprietary media.
by Anonymous Coward (Score: 0)

With the N-Gage, I can buy a MultiMediaCard off the shelf for pennies on the dollar. Then, using secret proprietary software, I can duplicate any game I want.

It's this flexibility that made me buy the PlayStation and PlayStation 2. Why would anyone spend $50 on a game that can be downloaded on IRC for free?!

Sincerely,
Seth "For 24 Hour Evaluation Purposes Only" Finklestein

Re:Ugh. More proprietary media.
by StocDred (Score:1)

Oh, I see. You're an ass who thinks the world somehow owes you free games. "24 hour evaluation purposes," right.

And what happened next? The N-Gage was a colossal flop, a public embarrassment from start to finish. The PSP has done fine... but the UMD business has all but completely dried up, keeping the PSP as a game machine, not a movie machine. Sorry, Finklestein, but your little world of game dupers and "media evaluators" just ain't the mainstream. The clue that you're an asshole is your line about "why would anyone pay $50." Also, you mentioned IRC.

Background: This was pulled from yet another boring games-and-violence discussion. I was not the only person to respond to this moron. Complete original discussion here.

It's about giving kids the tools.
by Dancin_Santa (Score: 2, Insightful)

Take a good look at the Columbine videos. Those Klebold and Harris learned how to handle those weapons from video games. They learned how to not be afraid of the weapons. They became desensitized to the weapons and the gore which they inflicted upon the students and teachers at Columbine.

Perhaps it wasn't the games that set them off (more like multiple swirlies and wedgies in front of girls), but the violent video games they played gave them the tools to perform their carnage.

If it didn't work so well to desensitize kids to violence, the military wouldn't be using the same type of simulations to train troops.

Re:It's about giving kids the tools
by StocDred (Score:2, Insightful)

"Those Klebold and Harris learned how to handle those weapons from video games"

I would guess that they learned how to handle those weapons by actually owning those weapons. Dumbass.

Blanca 4: The Last Stand

Fair enough. A bit harsh for my tastes, not as cute as best befits an Animal Crossing character. Perhaps Gaily of Rivendal has had a vision of the Next Gen Animal Crossing?

Yakobi of Kyoto gives us a servicable Pikachu. I say "serviceable" because the nose and mouth are too low. Other than that, perfect colors and nice eye-to-cheek ratio. There's even a discernible tongue!

Whuh-ho! That, friends, is Majora's Mask! That took some time to put together... and here I am about to bitch about the centering being off. Looked hilarious on Blanca's face.

But Josh? Your town name totally sucks.

An obviously freehand piece by Fropi of Frotopia. It reminds me of the last season of Sealab: all the proper elements are there, you just don't know why nothing works anymore.

Cierra of Bamville, you are just too darn cute.

This Blanca seems startled. I'm not sure why the face leans off to the right like that. Only Owen of WindTown could tell us, and he probably stopped playing the game three months ago.

Why is it that the prettiest names all take the time to make pretty little Blancas? Nice chibi work from Sakura of Konoha.

Here's the capper: Blanca, Hamtaro-style! Complete saturated cuteness, easily merchandisable and readily embraceable. Had I not wiped the Ham-Ham off this face, she probably would have spent the day counting walnuts, picking flowers and making friends wherever she went. A++ for Zak of Cedar.

Call me Deer Shark.

I wrapped up Metal Gear Solid 3 a couple weekends ago, and it was just as pleasant as expected. It is much more action movie-esque than Sons of Liberty, and it features Snake all the way through. So if you're one of those dogmatic trolls who is still pissed about the big Raiden switch, I suggest you go fetch MGS3 right away.

Here's my endgame stats for MGS3:

"Shark" is probably just a mistranslation of "Suck." I mean, look at that. I bled 65 life bars' worth of damage and had to continue 44 times. I believe "seriously injured" means every wound I had to fix with field surgery... it's hard to imagine I applied that much disinfectant.

One of the bonus features on the Subsistence package is the original Metal Gear game, which I bravely tackled this past weekend. Cool world; it has stats as well.

I killed more people in the 1987 Metal Gear than I did in the 2004 Metal Gear. That's hilarious. And in a far shorter time!

You don't have to go to far to find somebody who enjoys screaming about how great video games used to be, how they're too easy these days, too story-driven, too derivative. Well, after having sampled the classics of yesteryear - Metal Gear, Metroid, Legend of Zelda - I think that's an awfully rosey worldview. Yes, they were more difficult, but only because of bad design, not because of any amazing forgotten gameplay secrets. Here's what leads me to say that: when you get lost in these games, you get lost. Especially in the original Metroid, which is absolutely tedious without any kind of in-game mapping or quest directory. And in Metal Gear, there are several times where some POW's random two sentence conversation will be your only clue as to where you should head next. Click too fast and you'll never see it again. Or, more egregiously, several doors can only be unlocked by radioing one of your buddies. So with eight keycards (none of which visually indicate the type of door they open, by the way) and the radio frequency, that's a lot of time cycling through your inventory trying to walk through a damn door.

I don't mean this as a derogatory complaint, however. "State of the Art" is always changing. Game designers learned that Games Without Maps Suck, and Games With No Second Chances Suck. At the time, the exploration and plot and domino-style fetch-questing was pretty mind-blowing... given that we're weren't even ten years away from Space Invaders yet. It's just that raising retro games above modern games is like raising silent movies over modern cinema. Both sides have their own unique charms.

That said, the original Metal Gear contains a surprising amount of elements that have survived into the current iterations. My intro to the series was Sons of Liberty (followed by Twin Snakes, and now Snake Eater), so it was great to see the little 8 bit germ that grew into those verifiable classics. Hiding in a box, radio-controlled missiles, the CODEC, the final bit of plot that rolls after the credits finish... all debuted in 1987. There's even some similar art direction in the landscapes, which floored me when I recognized it. (In fact, that might be a clue into the virtual fakery plotline of Sons of Liberty... the rooftops in Metal Gear 1 have the same color and features as the rooftops of the Big Shell in MGS2.) I honestly had no idea that Kojima's modern masterpieces were so connected to their lo-fi progenitors.

Finally.

I've been kinda quiet lately, mainly due to the ailing iMac issue. I've used Rhonda's iBook for some general fourhman.com stuff in the meantime, but I'm not really very accustomed to laptops. So, almost a month later, my home office is finally back in business with the acquisition of a brand new iMac.

The transfer from old, awesome lamp iMac to new, less-interesting big flat media center iMac was smoother than expected. If you'll recall, the Apple Store jerks told me that my old iMac was beyond repair and they did not suggest doing a data transfer with it. And even though I repeatedly said that it still booted up in firewire mode every time, I was lectured about not keeping backups and was handed the business cards of several reputable data recovery services. Well, New iMac slurped up everything I needed from Old iMac. I even did the transfer in the middle of a thunderstorm. So suck it.

Took an hour, but I had it bring over ALL the documents as well as settings and user profile junk. But what was super is that, after the slurp, Newie came right up just like my old machine. Didn't have to re-enter any internet/email information (which is great, because I forget what all that was), the new iLife apps hungrily accepted all my existing bookmarks, music and photos (just had to authorize the new machine to play the purchased songs... so I guess I should try to find a way to de-authorize the old iMac), and Mail showed up with a month's worth of unread messages. It even remembered that I had turned on Safari's debug menu, because I'm a geek like that.

Had to re-download Adobe Reader, PageSpinner and Fetch. Aside from InDesign and Photoshop, I'm back up to normal operating strength. Those two biggies will come later. Even though Fetch was a fresh install, it picked up my fourhman.com FTP settings from the previous version... which is something else I no longer remember, so yay.

First impression of the Intel iMac: What the fuck is that white-text-on-black-screen shit that briefly shows on startup, before the happy refreshing Mac GUI takes over? That shit can stop right now.

Don't really like the Mighty Mouse. I have an excellent ergonomic reason, too. I naturally grip mice lower than what Apple's studies must suggest. So the nifty side buttons are a full inch above my thumb. And because my index/middle fingers therefore also sit lower, the non-button buttons of the Mighty Mouse don't always track as I expect them to. I'm debating: either I re-train my paws, or I plug in the old mouse.

I like the top-mounted iSight. Which, as I said from day one, just proves that Apple has no other use for a camera than video conferencing... no webcam, no video capture, nothing that would benefit from having a damn camera that you can tilt and position appropriately. And after noting that this built-in iSight fits into a case the width of my thumb, I have to wonder just what the heck is inside that gun barrel iSight that Apple has been hawking for years now. Space for secret eating?

While I was typing this, I picked up the Apple Remote, just on a whim. I hit the menu button and nearly fell out of my chair. When Apple revealed Front Row, I was all meh about it... because I'm never going to watch movies on my iMac, and if I want to browse my music or photos, well, that's what iTunes and iPhoto are for. But when I clicked through those areas of Front Row (after that killer transition from desktop to Front Row that has to be seen to be fully appreciated), I was knocked senseless by how cool it was. Here's what Apple's dopey marketing message did not fully illuminate for me: Front Row and the Apple Remote turn your iMac into a giant iPod. Play music, run slideshows (and movies, I guess) all from one tiny remote, using the basic familiar iPod interface. Why didn't they just tell me that in the first place?

Although, knowing me, even if I had gotten that message out of all the smiling family stock photography and smirky-cool marketing text, I probably still wouldn't have cared. I had to see it in action to like it.

It's good to be back. I had a lot of stuff I fully intended to weblog over the past month, and just didn't since my workflow was grenaded. Updates to my stupid neighbor's house, more talk about Metal Gear, an Infinite Crisis wrapup, Clark pictures, Animal Crossing, the PS2 retrospective... I even wanted to have kicked off a GameCube Farewell feature by now. So maybe I'll get to some of that now. Maybe.

This is probably the coolest thing I've yet seen from this year's E3: Solid Snake will be in the new Super Smash Bros.

Pictures, interviews and trailer available, as always, on Kotaku.

E306

Last year, the PS3 stole the show from the Xbox 360. This year, the PS3 stole our wallets. $600? Really? There is now no freaking way that I'm there for a Day One PS3 purchase. Not at that price.

There is also a $500 version planned - so we'll have two PS3s to choose from, just like the dual Xbox 360s - but even that is out of control. The $500 has a smaller hard drive (which already makes it better than the gimped 360), no WiFi (which sucks) and no HDMI output. I would much rather trade out the stinking blu-ray. Give me a PS3 with the 60gig HD, the WiFi, and everything else, take out the blu-ray, and I'll give you $300. Then I'll pick up three launch titles and an extra controller, which will almost get me to $500 anyway. This was the deal we struck six years ago on the PS2, Sony.

All Nintendo has to do is get those cheap, shiny Wiis out a week before the PS3, and Sony will be scrambling for the Brighter Side press release.

Oh, here's something Nintendo should have thought of first: Sony's upcoming EyeToy game Eye of Judgement. It's a real world card game that you play in front of the EyeToy camera. When you play a monster card, the EyeToy recognizes it and animates the creature onscreen, hopefully doing whatever you intended for it to do, attack, defend, sacrifice it for life points, who knows.

Huh. If only Nintendo owned some kind of monster-battling card game that desparately needed a good video game shot-in-the-arm. You know, something the kids could really get into, with toys and cartoons and stuff.

Rockstar placed the next GTA title at October 2007. Nice going. Now everybody is just going to wait for October 2007 to buy a PS3 and hope there has been a price drop by then. (And starting at $600, there will almost have to be a substantial drop before the second holiday season.) GTA4 will actually come out for Xbox 360 first; up until now, the GTA games have always kinda tiptoed across the way to Xbox a couple months later, to no great effect. Sony probably should have paid cash money to have the franchise exclusive to PlayStation... but they probably wanted to keep a safe legal distance from GTA, since the game regularly has to catch hardballs from over-eager, anti-freedom politicos. Regardless of exclusivity, nobody thinks of the Xbox as the "home" of the GTA series, so getting another lame-ass tattoo about it was just Head Shill Peter Moore being a dick again. Does this dude have to SHOCK us with a new tattoo every year now?

Microsoft was thrilled to announce that GTA4 will have additional downloadable content, which raises several important points. First, Microsoft lies about stuff all the time. "Exclusive" to them can mean it is an exclusive title/feature for three months. Second, the PS3 will also have online play and a hard drive, so what's to stop them from distributing additional GTA4 content? And thirdly, "additional downloadable content" is marketing-speak for "junky extra crap that you have to pay for."

You know, when Nintendo had the eReader and started selling trading cards that unlocked additional content in GBA and GameCube games, everybody unzipped their flies and pissed hot lava on it. Now that Microsoft is nickel-and-diming gamers to download new horse saddles, it's the fucking Second Coming. And what's up with "pundits" and "critics" and "reviewers" getting excited about all the upcoming "interconnectivity" between the PS3 and the PSP? Nintendo held that party three years ago, and I was the only one there.

About that Wii. I daresay that we're all starting to take the name seriously! "Wii" was not a bait-and-switch press grab fake out, as everyone previously hoped. The remote controller is a perfect gimmick interface for a new Wario Ware game. I'm looking forward to seeing how Wario Ware (frightening how quickly that became a franchise, eh?) and the other big names - Metroid, Sonic, Mario, Resident Evil - translate to the remote. HOWEVER, I am not looking forward to this:

Nintendo: I am not interesting in playing games like that.

I want to sit down on a comfortable couch and play my games. Not jump around all over the damn place. By the way, I titled that image "wiiner.jpg."

The Wii controller has a speaker in it, surprise. As well as rumble. So that will be cute. I would have liked the thing to have a mic, for use in future karaoke or Mario Party games.

Hey, did you notice? I think this is an entire E3 without mention of a new Mario Party game.

There is a new GameCube bongo game though, so that's cool. And Super Paper Mario looks awesome. I'm a little put-off by TWO versions of Legend of Zelda: Twilight Princess, one for GameCube and one for Wii. We had previously been led to believe that the same GameCube disc would just gain magical powers when put into a Wii. ("Revolution." *sniff*) The Wii features (wiitures?) of Twilight Princess seem pretty extensive, so I suppose Nintendo could have just switched to a Wii version and given a big middle finger to all the droolly GameCubers out there. Even though we probably should have all been playing GCN Twilight Princess by now; I'll bet it was all the Wii-dev that delayed the title in the first place. Nintendo has made great hay in the last decade of being the one "good" video game company, despite their monopolistic practices of the NES days. So it is nice that they didn't abandon the GameCube version entirely.

Nintendo released images of the "standard" Wii controller, IE the one you're going to use for all your old games, your ported games, and your old ported games. Which better damn well come shipped with the unit. I'm not even going to post a pic of it, because it looks like a Dual Shock. Same interior-positioned twin analog sticks, four shoulder buttons, etc. It would be nice if Nintendo could stick with the same controller design from one generation to the next, because there is an advantage to controller continuity. I liked the GameCube controller, but if it had to be changed for the Wii, I guess I'm glad they made it feel more like the PlayStation standard.

Speaking of that, Sony revealed their PS3 controller... which is no longer a pseudo-future concept-prototype space-boomerang. It is - TA DA - exactlythesameasthePS2scontroller. Duh. Thanks for listening, Sony! Now if you would have canned that terrible Spider-Man font. Interestingly, the rumble has been removed (legal reasons, I believe)... which makes me wonder if they can even call it the Dual Shock anymore, since didn't that specifically refer to the two internal vibration motors?

Now that Sony has their own Xbox Live system coming - which will be free - and Nintendo has their own Xbox Live system coming - which will be free - Microsoft was scrambling to show how their Xbox Live - which is not free - will be worth paying for. Their answer is to tie it to Windows Vista! Hooray! Who cares what all the customer confidence surveys show! Let's take our one product that has been a word-of-mouth success (albeit not a financial one) and marry it to our other product that everybody hates! And if you buy a Madonna video on your 360, you'll be able to watch it on your cell phone! Yes!

Seriously, this will never happen. Or, like the new season of Survivor, it will happen but no one will care. It's the kind of thing that a company announces as some kind of far-flung future dream feature, but by the time it happens, it is so hobbled and hamstrung that it is barely recognizable as the glorious experience once promised.

Like Windows Vista itself, actually.

24: The Evening

Does a bad game get better if you play it alongside others who know it's a bad game?

It does, but there's a definite curve to it. Unlike MST3K - which is funny in two hours - a bad video game has potentially hours upon hours of agonizing gameplay... so if you want to play a bad game on purpose, you need to watch for the inevitable late-night burnout and schedule a follow-up night to keep the sarcastic excitement high.

You know, who has time for this. If you're going to get together with pals and play stuff, you want to get right to the good games. Especially once everybody moves off the dorm floor and you need a third party arbitrator to all make it to the same party again. So you stick with your Smash Bros and Soul Caliburs and Mario Parties and Halos and you play what you know will be a hit. Even Mike and I - and we're together quite a bit - rarely get into something that we fully expect to be hilariously awful. Aside from all-night jags into mediocre-yet-pleasantly-thoughtless games like Trapt or the last two LOTR button mashers, the closest we've come to playing a genuinely ridiculous game was when I finished Disaster Report and then told him he had to play it too.

But when a copy of 24: The Game, floated into our office one bright spring day, Tony, Josh and I agreed that we had to schedule a joint session. How could this game possibly be any good? Moreover, none of us are big 24 fans, so being able to ruthlessly examine the game/show's watered-down international espionage and assassination storyline also struck us as a good time.

We began the evening by playing Trapt, a happily crappy game that proves that great gameplay doesn't necessarily require great visuals. This was the most fun to be had all night. Then we started 24 around 9:30pm. TICK. TOCK. Here's how our Mega 24 Session went:

Hour 1 (These are game hours, not real-world hours, by the way.)
Josh kicked off the game in grand style, taking Jack Bauer deep into the tutorial level. The first mission has Jack leading a team of CTU nobodies into a ship, where some random group of bad guys are guarding a BOMB. Holy crap, Jack! A bomb!

I always feel bad for games like this. They're trying. The game has a super-serious storyline it wants to tell you, but 98% of all the jerks who play this game are going to spend the first level running around like an idiot, shooting Jack's team, and killing hostages. So much for drama.

Initial impressions: walking, shooting, aiming, turning around, and sprinting are fucked up.

Then we encountered the first weird puzzle mini-game, the Defuse A Bomb game. It was stupid-easy. Maybe they'll get harder later.

Hour 2
Tony took the Dual Shock for this level, which introduced us to Someone Who Was Not Jack. You also get to drive a car here. There's also a cutscene with some important bad guys who you have to kill five minutes later. So they're not important at all. But it is still mainly a walk-and-shoot mission, since you're indoors and the jeep you hijack blows up rather easily.

Hour 3
Now it was my turn. I had to chase some dude into a building and capture him. Again, more fun with the game's wonky shooting system... which we determined was probably designed under the instructions "rip off Metal Gear, but make it sucky. And also include Half-Life's healing stations." I encountered another puzzle mini-game, the Decrypt A Door Password game, which was vaguely Panel de Pon-ish. When you find the jerk to be captured, you cap him a couple of times and then use the R2 button to shout at him. The shouting encourages him to surrender, because otherwise, he intends to kill you. Keifer Sutherland's dreamy voice has this effect on people.

Hour 4
Capturing Whats-His-Face gets you into a special Interrogation Mission! Tony pulled the short straw on this one, since Josh got a phone call.

Interrogating is another weirdo mini-game, this time requiring you to use three buttons options (Aggression, Coax and Calm) to get the guy's heart rate into a specific part on a changing scale. Hit it right, and he talks. Interesting idea, and, as we have now come to expect with 24: The Game, unintentionally hilarious. It went something like this:

game suggests hitting coax button...
Jack: "I need to know about the plan to kill the vice president."
Dude: "I don't know anything, man!"
game suggests hitting calm button...
Jack: "I'll get you medical help as soon as you tell me about the snipers."
Dude: "I don't know how many there are, I swear!"
game suggests hitting aggression button...
Jack: "TELL ME WHAT I NEED TO KNOW NOW!"
Dude: "Wah wah blah blah bleeding out wah."
game suggests hitting calm button...
Jack: "Hey, I'll help you if you help me. How about them snipers, eh smooky?"
Dude: "They're on the roofs along the parade route."
game suggests hitting aggression button...
Jack: "SNIPERS ON ROOFS? OMFG!!?! I'LL KILL YOU RIGHT HERE AND NOW! GIVE ME NAMES!"
Dude: "Habba ba ba baaaa, wah wah help wah."

To sum up, Jack Bauer is totally schizo.

After that wonderful scene, Tony got to do a Find The Snipers mini-game where he had to scan through the blueprints of nearby buildings to find likely sniper suspects. It was just as weird as it sounds, and completely implausible. Then Josh did a Kill The Snipers portion that was nothing but Silent Scope without the bit where you zoom in on bikini girls for a health refill.

Hour 5
This hour begins with yet another absurd mini-game... based on defragmenting a hard drive. Boy, how many times did I watch Norton Speed Disk click by and wish I had a game based on it. Josh sailed through this one (have I mentioned yet that almost every level is timed?) and then had to do another decryption mini-game.

The next bit takes you (as Not Jack) to Korea Town, where you have to talk a hapless store clerk stereotype through an embarrassing dialogue tree. This isn't an Interrogation, it's just bargain basement RPG speaks. But it gets better, because the suspect bolts and you have to chase him through some alleyways... which is hilarious because the sprint action makes you careen wildly off of nearby walls like a ping pong ball. And the guy you're chasing keeps pulling lighter-than-air dumpsters and boxes and ladders into your way.

Seems kind of unlikely that all of that would take an hour, doesn't it?

Hour 6
Now I got to drive Not Jack across town. Driving is miserable. So many games get driving so right, that when a game falls short, it is highly obvious. This is not Burnout or Ridge Racer. This isn't even GTA. It's pushing an octopus through mud.

The driving scene took two minutes, so I got to do the next mission as well... back to running and shooting. By this time, I felt more or less okay with the gimpy control scheme. It is possible to hide behind a wall, pop out and shoot dudes, and remain relatively safe. It's just not very smooth. And as soon as you get surrounded, forget it. I captured the guy. Hooray.

Hour 7
Tony did another super short driving mission, then a mission inside a subway station. You have to find yet another guy - which ends up stupid because you just walk into a room (after killing hundreds of lowlies) and he just stands there. At the conclusion of this mission, the CTU headquarters are taken over by terrorists! The subway scare was just a distraction! F'ing hell!

Hour 8
Josh's turn again: Now you get to play as Michelle, who you always see in the promos leaning over a computer and talking urgently into a headpiece. So that we can rip off Resident Evil 4 (or Fatal Frame 2, or Ico, or Oddworld, or any other game where you have to lead around a helpless secondary character), Michelle is saddled with Kim... who happens to be Jack's trouble-magnet daughter. You can tell her to Follow! or Wait!, but you don't really need to. I don't recall Kim taking much damage at all.

Michelle does really well, whacking baddies and stashing Kim into a panic room, until the cutscene at the conclusion of the level, when she gets kidnapped or something. Tony was playing this part; I looked away for a second and missed it.

After Jack and Not Jack meet up and do some hand-wringing, it is agreed that Kim should get her own level. I think we all took a shot at this one, because it is easy to take Kim in over her head. To complete the Metal Gear riff, you spend a lot of time crawling through massive air ducts in the first person.

Hour 9
Tony took Jack through another walk/sneak/shoot/babysit the camera mission, which ends on a boss fight! Whoo! Against a helicopter! Double whoo! I got to take out the chopper with a machine gun... which is exactly how I would do it in real life. Hell, in Disaster Report, you have to use a fire hose, so this was a piece of cake.

Now a driving mission that we all suffered through, because this was the final mission of the night. It's 1:00am by now, and we've all pretty much hit the wall. The idea is that you're playing as the REAL bad guys (I think), who are making their getaway with Kim as a hostage, who has dramatically offered herself in exchange for saving the rest of the kidnapped CTU folks (except for the one poor tech jerk who gets shot in the back of the head.)

You have to get to a certain spot on the map, but without any cops following you. Hi, GTA! We found this distressingly difficult. The cops are six-star aggressive, ramming you and chasing you without fail. After we all failed to ditch the police and park the car under the time limit, we called an ignominious end to 24: The Evening.

Time will tell if we do it again. That car mission really pissed us off.

Fatal Frame 2: Crimson Butterfly
released December 2003, purchased December 2003

Easily one of my top five PS2 games. Maybe even top three.

At first glance, I thought FF2 was a little too similar to the first Fatal Frame: lost and confused female adrift in a phantom reality of gruesome traditions designed to keep the gates of hell closed at all costs. But that's sort of the series' baseline, like how Sonic's baseline is to reach the end of the level. How the game presents that concept, and how you survive the telling of it, is where it has a chance to differentiate itself. Crimson Butterfly, with its one-twin-must-kill-the-other strangulation ritual, manages to even out-creep FF1's infamous Blinding Mask.

The storyline of FF2 is horrifying but satisfying. It hits on family, on tradition, on duty, on suffering, on sacrifice. This game will make your soul hurt.

Like no other survival horror series, Fatal Frame has mastered actually being scary. I don't mean shocking or surprising or gory... I mean scary. This is a game that I still remember like it was yesterday.

Memory Score: To this day, I'm still slightly afraid of a quiet jingly bell noise.

Karaoke Revolution
released November 2003, purchased January 2004

We had some fun with this one. It's a great idea - have a video game judge your singing ability - but the weak presentation make it seem like it was put together in a month. And I still don't see why the song list caps out at 30 or so... there should be 3x that many songs. Needs more unlockables too.

Make one of these with a downloadable and upgradeable jukebox, and you've got something. These one actually has a menu option for accepting a booster disk of new songs, but, surprise surprise, they never actually delivered on that. Instead, if you want new content, you have to buy a whole new game. Way to avoid the technology.

Memory Score: Rhonda unlocked everything in one day when she was off work and I wasn't.

Lupin the Third: Treasure of the Sorcerer King
released February 2004, purchased February 2004

I'm a Lupin fan, so no amount of mediocre reviews could warn me off of this one.

I probably should have heeded them. It's a weird little entry-level Metal Gear with a ton of problems. Lame graphics, a storyline that gives up on making sense halfway through, and lots of good ideas with bad implementation. (The disguise system is remarkably tedious. Dressing as a security guard, for example, also requires that you salute each guard every time they suspect you for a fraud. And since they look at you every three seconds, that means you are saluting every three seconds.)

Still, the voice work was great, the character designs and movements were very true to the anime, and it didn't take very long to beat.

Eventually, you start wondering why Lupin the master thief is facing off against giant mud gargoyles. Luckily, once you hit that point, you're about done.

Memory Score: Something for the fans. And people who like saluting.

Next time: A big franchise online game that completely sucked, an action game that is the best of a rarely seen genre, and a cult favorite that I just could not get into!

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