i know that's a little more emotion than i'm prone to show, so i'll calm it down there.
count to 10 and backwards.
there are a few different reasons i feel this way. partly it's out of excitement because smash is very fun to play. i don't think anyone needs to set aside any time for worrying about whether or not they've done the series justice or whether or not there is enough inside the game.
trust me. it's giant. it's giantess is not exceeded by any other offering. and it looks like nintendo is mopping up the mistakes they've made previously, both in smash offerings and in wii versions of cult series (ie. strikers).
but without further ado, here are my impressions, replete with *SPOILERS*, which aren't really spoilers unless you're intent on knowing absolutely nothing about the game before launch day. and really, who managed that so far?
premise
not as different or as crazy as you'd expect barring the obvious disappearance of master hand as an adversary. there's a new evil boss in town changing our heroes into helpless statues.
the polygons, once the faceless and mostly shapeless fighters for a group of weird looking dudes called primids.
but all of this info is useless for two reasons: 1) because i've forgotten the name of the bad boss - a fact i was told but failed to write down and 2) it has little to do with whether or not the game played well.
gameplay
this is a true smash game. i tried every controller configuration in my 45 minutes battling with other game journos (of which i was victorious about 30% of the time).
the sideways wiimote style is actually functional and a great intro for mums, dads, kids and the like as it doesn't lend itself to the 'there's that many buttons james? how the hell do you expect me to do that' kind of look.
from there you can add a little extra control and comfort by adding a nun-chuk or classic controller.
for me, though, the best feeling controls came from a wavebird (or wireless gc controller) that took me back to the good old days of melee and the original.
the controls feel tight, if not a little too tight - as i was constantly sending starfox off the sides of small stages with him jumping around like a madman.
but when you finally connected a smash attack, it felt legen...wait for it...dary.
the final smash, i'm still not sold on. for those of you who've seen video of this device, where you have to run around and kick/hit/punch a glowing orb to activate your devastating final smash, it's just as weird in the game as in the video.
i really hope you can tune the game to not include this feature because if you can't, it may get old fast.
features
but features and customization are where this game take off and leave other wii games feeling quite un-featured.
firstly, there's the expanded and involved single player campaign, the subspace emissary. according to the nintendo rep, it could be packaged as a game in it's own, and is a multi-hour jaunt of sidescrolling action.
the great thing about it is, much like teenage mutant ninja turtles ii: the arcade game on the NES and double dragon a second player can jump in at any time to help out the 1st player.
their role and the character they play will change based on the goals of the mission, but it's a nice feature, especially when you consider how rad it was to have a second player be able to hop on during galaxy.
there's also the biggest feature that i haven't touched on yet that is going to blow some minds...
a level editor.
that's right, nintendo has gone mod-tastic with this game. not only can you create your own levels, with your own music and pieces, but you can send them to friends over wifi and play on them.
oh, but that's not all, you can also submit them to nintendo, much like miis in the look at mii channel, to potentially become the featured download of the month that will be automatically shipped to smash owners who are subscribers to the smash service
now, while this sounds amazing, my first question after this announcement went unanswered and is still burning a whole in my brain. how much space do these levels take up?
i mean, i know they're not going to be as intensely detailed as a normal map, but the wii doesn't have an external 20 gb hard drive (the minimum size of hd for competing consoles) so how many maps can we keep at a time. this is especially a concern if we're being sent extras as part of a download service.
i also asked about possible featured dlc (downloadable content) straight from the developers at nintendo, and while i was told this was a possibility, i was also told it's not planned right now.
there's also the regular features in the stadium section, like multi-man marathon fights, homerun challenge and target smash. when i asked about race to the finish, i was just told that there are some cool unlockables in the game with a wry grin. no idea what that means.
chars
so, as some people who have already talked to me on the subject know, this was the only really disappointing part of the whole demo. while i got to try a bit of the single player campaign (FUN!) and brawled with my fellow journos (WHEE!) we were only shown a fraction of the game and were certainly not shown any of the sought after, unlockable characters.
this was a little heartbreaking for me as i was really looking forward to seeing snake and sonic in action, but i was told i'd have to wait until march like the rest of you schmucks for that privilege too.
the ones i did try were cool and i'll give a brief rundown on some old favorites and new ones too:
pokemon trainer
god, i hope this guy doesn't suck as much as he seemed to when i played with him. for one, it's not completely obvious how to change pokemon while you're fighting, and bulbasaur sucked. i also found out that you can't plug in a new attachment while playing, which may have affected my experience with the pokemon trainer. there was a five minute stretch where i couldn't move horizontally, only vertically and attack.
basically, it seems as if all his attacks are too simple and the variety is supposed to come with the different pokemon. lame.
link
ahhhh, link. one of my old favorites from melee, who as an old favorite from smash bros. 64. he handles just as he should, a little on the heavy side but with some fantastic attacks. that, and he comes in a wicked 'dark link' colour as one of his alternate costumes. rad looking to say the least.
he also won me the first battle of the afternoon, which was super rad. i immediately established my dominance. it was quickly taken out from under my feet by the guy who was there who actually competed for mlg in smash bros. melee, but i had a nice and brief reign of dominatingness...
bowser
the first character i got to perform a final smash with. giga bowser has to be seen to understood. it f-in' rocked.
overall, his attacks seem comparable if not the same as melee, but it kind of felt like his up and b (the shell spin) attack's power was reduced a little.
marth
loved him in melee. indifferent to him in brawl. just doesn't feel as quick or as powerful. had a hard time performing regular smash attacks with him. doesn't mean he's written off, but wasn't a particularly fun time. will need to spend more time with him when i get a copy.
metaknight
left this little dude for last because of how much ass i kicked with him. holy crap. i can't even remember what series he's from (i think maybe kirby?) but he's got this arial spinning attack that is devastating. and it's not just a straight line or a diagonal attack. it's sort of like a combo of fox's firefox with captain falcon's kick, but with a suck-in drilling action.
i know that makes no sense but he's really fun to play with and that attack i just detailed goes in a straight line, but can be bent downwards to follow a moving target slightly.
overall
loved it. still disappointed over the lack of secret characters on display at the demo, but i guess it just makes me more eager for the march drop date.
i hope the multiplayer is better, faster and more reliable than strikers and i'll let you guys know the minute i know if the world play is for real, or a lie (like strikers was).
hugs and kisses (during the retardedly delayed post i've been working on since tuesday) and happy v-day,
JD
Wednesday, February 13, 2008
Sunday, February 10, 2008
a little smash bros. brawl anyone?
just a quick weekend update because i forgot to blog about this on friday.
i was too busy running around trying to get stuff ready for another wedding-prep weekend and missed an important point.
tomorrow, at 4pm i will become one of the first people in canada to try out nintendo's new smash bros. game.
i know, i know, it's already out in japan, but since neither i, nor any of my friends are in japan, this is kind of a big deal to me.
got the invite last week, but it's just starting to set in. i was a pretty big smash fan back when it debuted on the 64, and i liked the gamecube entry quite a bit as well. didn't put nearly as many hours into that one as the original, but that doesn't mean brawl won't hook me back into it (at least until soul calibur iv comes out).
will post impressions on tuesday as i'm sure i'll have something to say about it (or at the very least about what it's like to play as solid snake!).
excelsior!
JD
i was too busy running around trying to get stuff ready for another wedding-prep weekend and missed an important point.
tomorrow, at 4pm i will become one of the first people in canada to try out nintendo's new smash bros. game.
i know, i know, it's already out in japan, but since neither i, nor any of my friends are in japan, this is kind of a big deal to me.
got the invite last week, but it's just starting to set in. i was a pretty big smash fan back when it debuted on the 64, and i liked the gamecube entry quite a bit as well. didn't put nearly as many hours into that one as the original, but that doesn't mean brawl won't hook me back into it (at least until soul calibur iv comes out).
will post impressions on tuesday as i'm sure i'll have something to say about it (or at the very least about what it's like to play as solid snake!).
excelsior!
JD
Wednesday, February 6, 2008
demo'd - the club and turok edition
so it's a two-fer to make up for missed days today, and here are two games that i had unexpected reactions to.
being that i'm really not much of an fps-er (due in part to my massive amount of suckage in the genre that stems back to early attempts at doom and quake in the mid-nineties) i had two expectations coming into these two:
1) i would like turok, since i didn't mind the 64 game, way back, and i couldn't see a foreseeable way to not like a game with raptors and guns.
2) i would hate 'the club' since the premise and gameplay sounded kind of stupid, basically a tony hawk style multiplayer combined with killing people using semi-automatic weaponry.
as is expected i was wrong on both counts.
demo'd: turok
scenary
well, for the demo, they went with the tired old beef of mine, the underground/closed in space level where there is nowhere to hide or run.
it looked ....alright i guess, but because of the lack of light and constantly being jumped by vicious velociraptors, it was hard to appreciate my surroundings.
chars
the dude, for this i'll call him john turok*, as i can't remember if that's his name or not, is another 'deep-talker' carrying a big stick, or automatic weapon really.
he's not big on the personality, but more on the ridiculously obvious statements like 'be careful' or 'this looks strange' when he sees a corpse.
gameplay
not only is he a little shy, mr. turok can't fight worth s**t. at least not with me at the controls. it may have been partly due to my suckage at fps games, or the fact that i'm tired or playing claustrophobic levels with monotone backgrounds (see. cave) that don't feel fun in any way.
i started off with a partner in crime, and very quickly, he too was seperated from me, leaving me to be quickly taken down by 4 raptors, while i shot bullets that must have been made of pillows or marshmallows, because they didn't seem to effect or slow down any of the dinosaurs i was shooting.

so, yeah, i felt that maybe the gameplay wasn't balanced. again, i concede i may just suck, but it wasn't fun...really at all.
controls
there were some. they were pretty much what you'd expect. right trigger shoot, left stick move.
verdict
this is a big miss for me, which is a shame, because i was decently anticipating this one. i just don't see a reason to track down someone to try out a game with a miserable, predictable and un-fun demo.
demo'd: le (the) club
premise
for this one, i feel the premise (or lack thereof) for this game is important to understanding it.
the plot, i guess, is that you play one of a number of differently skilled assassin's, mercenaries, former cops and soldiers and just plain whack jobs that have been offered a sum of money (or to be taken away from their debts and criminal records) to compete in a tournament where man-hunting and killing is the name of the game.
if this sounds a lot like the premise to bruce lee's last and greatest work, enter the dragon then you and i are on the same page.
gameplay
the club - or le club as i've come to refer to it - plays a lot like a game of pinball, or tony hawk. while the aim is the same as most fps's in that you need to get from point a to point b while shooting a bunch of guys, there is one fundamental difference.
like a game of pinball, but more like tony hawk and other 'extreme' sports games, for each kill you get, you get another bar of multiplier to your score. but to keep this multiplier going, you need to keep getting kills. it will slowly tick down for every second you spend not killing. after a certain amount of time, it will move down to the next lowest multiplier until eventually bottoming out.
you still have to balance this against health concerns and eventual exit of the level, but you are also rewarded, much like tony hawk, for variety of kills - headshots, zoomed in snipe shots, explosive shots, etc. - and penalized for doing a lot of the same.
while i don't think i'll be checking out the full game, it's at least nice to see some innovation in the fps genre beyond fancier weapons and nicer graphics.
controls
it has some but you probably won't need to worry about most of them besides the different location of the 'jump' or 'roll' commands and the 'zoom' one. these will just give you a boost in your killing if you work them into your 'lines'.
verdict
a cool little shooter that, for fans of the genre, may well be worth checking out, though without more details on the depth of the full game, i'd hesitate before buying it new.
and that's my little taste of demo'd for today, i hope it satiates your burning desire for information on gaming for now.
will update later when there's more news to report.
cha...
JD
*during my search for photos to illustrate the 'bullets that do nothing' in turok, i found out the main character in turok is actually called joseph turok! so i really wasn't far off...
being that i'm really not much of an fps-er (due in part to my massive amount of suckage in the genre that stems back to early attempts at doom and quake in the mid-nineties) i had two expectations coming into these two:
1) i would like turok, since i didn't mind the 64 game, way back, and i couldn't see a foreseeable way to not like a game with raptors and guns.
2) i would hate 'the club' since the premise and gameplay sounded kind of stupid, basically a tony hawk style multiplayer combined with killing people using semi-automatic weaponry.
as is expected i was wrong on both counts.
demo'd: turok
scenary
well, for the demo, they went with the tired old beef of mine, the underground/closed in space level where there is nowhere to hide or run.
it looked ....alright i guess, but because of the lack of light and constantly being jumped by vicious velociraptors, it was hard to appreciate my surroundings.
chars
the dude, for this i'll call him john turok*, as i can't remember if that's his name or not, is another 'deep-talker' carrying a big stick, or automatic weapon really.
he's not big on the personality, but more on the ridiculously obvious statements like 'be careful' or 'this looks strange' when he sees a corpse.
gameplay
not only is he a little shy, mr. turok can't fight worth s**t. at least not with me at the controls. it may have been partly due to my suckage at fps games, or the fact that i'm tired or playing claustrophobic levels with monotone backgrounds (see. cave) that don't feel fun in any way.
i started off with a partner in crime, and very quickly, he too was seperated from me, leaving me to be quickly taken down by 4 raptors, while i shot bullets that must have been made of pillows or marshmallows, because they didn't seem to effect or slow down any of the dinosaurs i was shooting.

so, yeah, i felt that maybe the gameplay wasn't balanced. again, i concede i may just suck, but it wasn't fun...really at all.
controls
there were some. they were pretty much what you'd expect. right trigger shoot, left stick move.
verdict
this is a big miss for me, which is a shame, because i was decently anticipating this one. i just don't see a reason to track down someone to try out a game with a miserable, predictable and un-fun demo.
demo'd: le (the) club
premise
for this one, i feel the premise (or lack thereof) for this game is important to understanding it.
the plot, i guess, is that you play one of a number of differently skilled assassin's, mercenaries, former cops and soldiers and just plain whack jobs that have been offered a sum of money (or to be taken away from their debts and criminal records) to compete in a tournament where man-hunting and killing is the name of the game.
if this sounds a lot like the premise to bruce lee's last and greatest work, enter the dragon then you and i are on the same page.
gameplay
the club - or le club as i've come to refer to it - plays a lot like a game of pinball, or tony hawk. while the aim is the same as most fps's in that you need to get from point a to point b while shooting a bunch of guys, there is one fundamental difference.
like a game of pinball, but more like tony hawk and other 'extreme' sports games, for each kill you get, you get another bar of multiplier to your score. but to keep this multiplier going, you need to keep getting kills. it will slowly tick down for every second you spend not killing. after a certain amount of time, it will move down to the next lowest multiplier until eventually bottoming out.
you still have to balance this against health concerns and eventual exit of the level, but you are also rewarded, much like tony hawk, for variety of kills - headshots, zoomed in snipe shots, explosive shots, etc. - and penalized for doing a lot of the same.
while i don't think i'll be checking out the full game, it's at least nice to see some innovation in the fps genre beyond fancier weapons and nicer graphics.
controls
it has some but you probably won't need to worry about most of them besides the different location of the 'jump' or 'roll' commands and the 'zoom' one. these will just give you a boost in your killing if you work them into your 'lines'.
verdict
a cool little shooter that, for fans of the genre, may well be worth checking out, though without more details on the depth of the full game, i'd hesitate before buying it new.
and that's my little taste of demo'd for today, i hope it satiates your burning desire for information on gaming for now.
will update later when there's more news to report.
cha...
JD
*during my search for photos to illustrate the 'bullets that do nothing' in turok, i found out the main character in turok is actually called joseph turok! so i really wasn't far off...
Tuesday, February 5, 2008
i just want to blog!
honestly i do! unfortunately, i'm knee deep in it right now, so my first impressions on the 'turok' and 'the club' demo, and final thoughts on metroid and fire emblem on wii will have to wait for a less busy day.
but i promise that they're coming! and not like i promised to put up a huge update about san francisco, replete with a story chronicling my stay, promise. no, these will actually come to pass soonish!
later days and lazier times (missing),
JD
but i promise that they're coming! and not like i promised to put up a huge update about san francisco, replete with a story chronicling my stay, promise. no, these will actually come to pass soonish!
later days and lazier times (missing),
JD
Thursday, January 31, 2008
demo'd - devil may cry 4
there's been a couple of very interesting, very hyped demos that have arrived on live in the last little while. as part of a new thing i'm going to do, i'm going to grab em while they're still hot, cool em off in my xbox hard drive, boot them up and give them a go.
then, initial impressions of these unifinished balls of clay will come to be.
so, for my first demo'd, i took a crack at devil may cry 4.
this is a series near and dear to my bro's heart, having loved up all the ps2 entries of the series and ranting and raving about how i should 'definitely check them out though they can sometimes be a bitch to beat'.
this is my first toe dip in dmc water, so i grabbed my muted green xbox controller and started it up.
locale
now, first off, the settings in this game exude cool. they're super old looking (great adjectives, i know!) but in the kind of run down, shadowed way.
chars
the bad guys, in all their f-d up mutated glory, are really cool and got me excited about this game from the get go. but then came the combat.
gameplay
now, i'm not saying the combat isn't deep, because as a dmc newb, there may be subtleties that i just don't know about. but to my mind this was a button masher at it's core.
one button for punch, another for your 'devil-bringer' sword and another for your gun. throw in a jump button and you're playing a platforming beat em up.
again, i could be missing something, but while the combat felt 'fun' for the 10 minute intro ride, it didn't feel like it would last. not to mention that nearing the end of my 10 minutes (which they've tailored so you can't get tooooo far in the game) i came to some enemies that were the first to do actual damage to my character.
that was the weird thing. it didn't feel too balanced. i took no damage and was f-ing guys up left and right a moment before, and then suddenly WHAM! i was between two intimidating looking mother f-ers on a field of ice (whereas i was previously in a burnt out city) who i couldn't do a whole lot of damage to and who seemed to suddenly be smacking me around like a cat with a 3 armed mouse.
overall fun-acity
the overall fun-ness of this game, will completely rely on getting the balance right between the strength of your character and that of the bad dudes (surprise, surprise) and i sincerely hope there is some form of level upgrade to make you a little more prepared for the bigger and stronger guys.
demo'd!
JD
then, initial impressions of these unifinished balls of clay will come to be.
so, for my first demo'd, i took a crack at devil may cry 4.
this is a series near and dear to my bro's heart, having loved up all the ps2 entries of the series and ranting and raving about how i should 'definitely check them out though they can sometimes be a bitch to beat'.
this is my first toe dip in dmc water, so i grabbed my muted green xbox controller and started it up.
locale
now, first off, the settings in this game exude cool. they're super old looking (great adjectives, i know!) but in the kind of run down, shadowed way.
chars
the bad guys, in all their f-d up mutated glory, are really cool and got me excited about this game from the get go. but then came the combat.
gameplay
now, i'm not saying the combat isn't deep, because as a dmc newb, there may be subtleties that i just don't know about. but to my mind this was a button masher at it's core.
one button for punch, another for your 'devil-bringer' sword and another for your gun. throw in a jump button and you're playing a platforming beat em up.
again, i could be missing something, but while the combat felt 'fun' for the 10 minute intro ride, it didn't feel like it would last. not to mention that nearing the end of my 10 minutes (which they've tailored so you can't get tooooo far in the game) i came to some enemies that were the first to do actual damage to my character.
that was the weird thing. it didn't feel too balanced. i took no damage and was f-ing guys up left and right a moment before, and then suddenly WHAM! i was between two intimidating looking mother f-ers on a field of ice (whereas i was previously in a burnt out city) who i couldn't do a whole lot of damage to and who seemed to suddenly be smacking me around like a cat with a 3 armed mouse.
overall fun-acity
the overall fun-ness of this game, will completely rely on getting the balance right between the strength of your character and that of the bad dudes (surprise, surprise) and i sincerely hope there is some form of level upgrade to make you a little more prepared for the bigger and stronger guys.
demo'd!
JD
Monday, January 28, 2008
a new link
if you check the right hand sidebars, and there are a few there, one of the tables is called 'friendly links'.
it's not always easy to find good stuff on the web. but i've found a few cool things in my travels and try to help those cool things out all i can.
i thought i could do a quick bit of explaining why those links are there and why they're worth checking out.
well, they're not in front of me right now, so if i miss one, forgive me:
jen the journalist - a lady friend of mine who is in the very relatable position of trying to find a full time job in journalism in an unfamiliar city. good read when she remembers to post (though i'm sure after this post she'll remind me that i need to keep checking).
hockey girl - the same lady friends' alter ego blogging for a paper on, you guessed it, hockey. very fun column that has a loyal fanbase and i hear that it's now being syndicated in the chronicle herald in halifax.
glenjm - a nice 'ol guy from halifax who's an actor by trade and a thief by necessity. well, i'm only guessing about the thief part, but his acting chops are way good! you may have seen him in the hobo with a shotgun trailer that won the grindhouse competition. checkout his travelogue - 'stupid foreigner', 'jog or die' or really any of his vids. they're a good time and he's not a bad blogger either.
zero punctuation - a new addition that i've been a fan of for some time. it's ben 'yahtzee' croshaw's alter ego. if you like video games, swearing and random images this is for you. but as long as you don't mind swearing, random images and the occasional reference to beastiality, this guys videos are ridiculously funny. he reviews games, but in a completely off-the-wall kind of way. i'll stop slobbering now, though.
penny arcade - a webcomic that defines what is good about web comics. cutting, snarky and almost always video game focussed, these are well written, well drawn and come out 3 times a week. always good for a laugh or if you're only mildly concerned with games coverage, good to keep up on what's hot in the gaming community.
kotaku - my bible. i have a tab open with this blog all day and refresh it every 20 minutes or so. they have constant updates on news, rumours, and previews of all the games you want to hear about, but they write them in such a way as to keep it fresh, funny and interesting. they also wield a medeivel weapon called the 'ban-hammer' to keep the commenters in their discussion section for each article productive and less 'fanboyish'. i am a proud member and commenter (going by pggb as my handle).
wired.com's game|life blog - a lot of content is duplicate between kotaku and game|life but there are still some nuggets of gold on here like Chris Koehler's all night Rock Band preview party live blog. that was sweet. they have a large assortment of different writers who have really cool takes on video games and industry changes.
i will probably change, edit and add to my list of links as days go by and will try to always keep you, mr. reader, abreast of the changes.
excelsior!
JD
it's not always easy to find good stuff on the web. but i've found a few cool things in my travels and try to help those cool things out all i can.
i thought i could do a quick bit of explaining why those links are there and why they're worth checking out.
well, they're not in front of me right now, so if i miss one, forgive me:
jen the journalist - a lady friend of mine who is in the very relatable position of trying to find a full time job in journalism in an unfamiliar city. good read when she remembers to post (though i'm sure after this post she'll remind me that i need to keep checking).
hockey girl - the same lady friends' alter ego blogging for a paper on, you guessed it, hockey. very fun column that has a loyal fanbase and i hear that it's now being syndicated in the chronicle herald in halifax.
glenjm - a nice 'ol guy from halifax who's an actor by trade and a thief by necessity. well, i'm only guessing about the thief part, but his acting chops are way good! you may have seen him in the hobo with a shotgun trailer that won the grindhouse competition. checkout his travelogue - 'stupid foreigner', 'jog or die' or really any of his vids. they're a good time and he's not a bad blogger either.
zero punctuation - a new addition that i've been a fan of for some time. it's ben 'yahtzee' croshaw's alter ego. if you like video games, swearing and random images this is for you. but as long as you don't mind swearing, random images and the occasional reference to beastiality, this guys videos are ridiculously funny. he reviews games, but in a completely off-the-wall kind of way. i'll stop slobbering now, though.
penny arcade - a webcomic that defines what is good about web comics. cutting, snarky and almost always video game focussed, these are well written, well drawn and come out 3 times a week. always good for a laugh or if you're only mildly concerned with games coverage, good to keep up on what's hot in the gaming community.
kotaku - my bible. i have a tab open with this blog all day and refresh it every 20 minutes or so. they have constant updates on news, rumours, and previews of all the games you want to hear about, but they write them in such a way as to keep it fresh, funny and interesting. they also wield a medeivel weapon called the 'ban-hammer' to keep the commenters in their discussion section for each article productive and less 'fanboyish'. i am a proud member and commenter (going by pggb as my handle).
wired.com's game|life blog - a lot of content is duplicate between kotaku and game|life but there are still some nuggets of gold on here like Chris Koehler's all night Rock Band preview party live blog. that was sweet. they have a large assortment of different writers who have really cool takes on video games and industry changes.
i will probably change, edit and add to my list of links as days go by and will try to always keep you, mr. reader, abreast of the changes.
excelsior!
JD
a slow day
another dreary monday for games. not much new on the horizon to get excited for just yet but it can all change.
for one thing, rez hd comes out this wednesday on live. and with 3 controller vibration support, this will be the bestsexual stimulant shoot em up in the live library.
but honestly, i have heard that the game in mind-blowing and fun in the geometry wars, everyday shooter type of way, and that the vibration does add a certain element to the game.
in other news, i found the free live apology game to be quite boring, as underwater 2D fighting, that looks kind of 3D was never high on my priority list to play. really not into it right now.
i am, however, slowly getting into dead rising, a game i am woefully late to get a chance at first hand, but i'm finding the whole 'play over and over again until you can survive and win the main story line' thing kind of tedious. dying has never been easy for me to take in games, and it seems that the only way to get high enough stats to survive for long stretches of time is to do just that. it's counter-intuitive.
lastly, the king of kong: a fistful of quarters dvd has been dated, and it's coming out on the 29th in america. please check it out, gamers and non-gamers alike. it's another 'drag your girlfriend or dubious fiancee to movie' that will win them over. the plot line, while maybe not 100% accurate, as i stated before, is hard to not get dragged into.
hoping for more exciting developments down the line,
JD
for one thing, rez hd comes out this wednesday on live. and with 3 controller vibration support, this will be the best
but honestly, i have heard that the game in mind-blowing and fun in the geometry wars, everyday shooter type of way, and that the vibration does add a certain element to the game.
in other news, i found the free live apology game to be quite boring, as underwater 2D fighting, that looks kind of 3D was never high on my priority list to play. really not into it right now.
i am, however, slowly getting into dead rising, a game i am woefully late to get a chance at first hand, but i'm finding the whole 'play over and over again until you can survive and win the main story line' thing kind of tedious. dying has never been easy for me to take in games, and it seems that the only way to get high enough stats to survive for long stretches of time is to do just that. it's counter-intuitive.
lastly, the king of kong: a fistful of quarters dvd has been dated, and it's coming out on the 29th in america. please check it out, gamers and non-gamers alike. it's another 'drag your girlfriend or dubious fiancee to movie' that will win them over. the plot line, while maybe not 100% accurate, as i stated before, is hard to not get dragged into.
hoping for more exciting developments down the line,
JD
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