Category Archives: Gaming

Homefront Is On Sale and Terrible

Save 50% on Homefront on Steam
One of this weekend’s deals on Steam is Homefront marked down 50% to $24.99. Besides the fact that this sucks because it’s not an indie game (fine Andy, I’m a game hipster), it’s also a terrible game. Do not get it. I played through it, and maybe parts of it are a little fun, so if it ever goes on sale for $2, then it might be time to pick it up. Maybe. But it’s definitely not worth $24.99.
Also, keep in mind that when I say it is worth $2, I’m actually very biased in its favor; THQ threw an awesome party for Homefront at E3 2010 that I attended. With that tidbit in mind, maybe it wouldn’t even be worth $2 to someone who wasn’t brainwashed.

Cell Bound

Cell Bound for iOS | iPhone/iPod, Reviews, Action Games, Puzzle

I spent some great quality time with a new game provided to me by Hothead that I’d like to tell you all about! Cell Bound, their new iOS game, mixes up an old formula to create a fantastic new game. Colored bubbles are shot across the screen, and you’re tasked with connecting five of the same color to pop them. Don’t let them stack up off the screen or it’s game over. Does that sound familiar? Well, Cell Bound is a bit different than what you probably have in mind, because the bubbles come from all sides in a circle!

Circular Puzzle Bubble? Yeah, it’s pretty fun and only $0.99!

Gameworks

sonic championship

Today I discovered that Gameworks in Las Vegas is a great arcade! We went there to play Pac-Man Battle Royale, an awesome cocktail cabinet featuring 4-player versus Pac-Man action. I won the first time we played, but gem beat me the second.
We also ran into Sonic Championship, the Sonic fighting game! I never expected to run into one of those. It looks sort of like Virtua Fighter (yeah, bad) and has a story with a strange continuity issue; you’re trying to collect the eight Chaos Emeralds. Anyways, it was actually pretty fun. Whenever you get hit, rings fly out too! gem beat me. 🙁
They also had Sonic-themed air hockey! Hell yes! Sadly, she beat me at this too. Lastly, we played some Mario Kart Arcade GP. Unfortunately gem’s unit’s camera didn’t work. I got 3/4 and gem got 4/4. We sucked!
All of this cost us only $7, which wasn’t bad considering they were all some rare games and it cost $2 just for the game card. I wish we had some of those games closer to home!
I’ll always remember this arcade… because I just might have bought a Sonic toy to take home. The cashier asked, “do you have a Sonic fan at home? If you want to write down his email, we can send the Sonic catalogue.” No, no Sonic fan at home. He’s right here. And yes, I’ll take your catalogue!

Monster Hunter Dynamic Hunting

Monster Hunter Dynamic Huntig | iPhone/iPod, Reviews, Action/Adventure

This past week I’ve been putting a lot of time into Monster Hunter Dynamic Hunting for the iOS, provided to me by Capcom. I had never played a Monster Hunter game previously, but I enjoyed Dynamic Hunting a lot. While it doesn’t contain any leveling, talking, or exploring, it features a great deal of combat and crafting. It can be played well in small increments, and most importantly, it’s superbly designed for the touchscreen.

An examination of level hubs

Level hubs are bad. There, I said it. Well, they’re usually bad anyways. Level hubs are the worlds you explore to find the actual levels. In a level, you have fun, progress the story and game, are taught new mechanics, and are tested on those mechanics. In the hub, you look for a level. Why? Menus will always be better than explorable hubs.
The Mario series has an interesting history with hubs. At first, there was no level hub at all. Finishing one level sent you on your way to the next. Super Mario Bros. 3 let you pick your level from the hub. You didn’t really explore. You couldn’t jump. You weren’t really in control of Mario, but you could pick your next level. There were multiple paths of levels, and sometimes things could block your path. Because you’d need to see the paths between levels and try to get to (or away from) the enemies blocking you, the level hub was important. Super Mario World was similar; it had multiple paths you could take. Levels that had multiple exits would lead to multiple exits and were marked on the map. Again, the map had a purpose. Importantly, these hubs were not difficult to navigate and didn’t add a significant amount of time between levels.
Super Mario 64 changed all that. Peach’s castle was the level hub, and in it you controlled Mario the same way you would in any level. Certain paintings in the castle allowed you to enter levels through them. In this way, the game rewarded (and required) exploration of the castle. Was this good? I loved Super Mario 64 when it came out, and I’m still quite fond of it. It’s hard to decide whether this was a bad decision. There are a few things that Nintendo did to keep the hub from being terrible. First, the game mechanics functioned the same way. If you enjoyed controlling Mario in a level, at least you could potentially get the same enjoyment out of the hub. Second, most levels weren’t hidden. You could clearly see where a level was based on the doors, and the doors were even marked, letting you know how many stars you needed to unlock it. Third, after obtaining a star, Mario would come back out of the painting, standing right in front of it. This is great because the majority of the time you need to go right back into the same painting for another star. Still, I’m going to go ahead and declare the hub bad. At the time, it was a good thing. It was new and interesting to have an explorable hub world, and it made Mario’s adventure seem grand. We were still at a time where all video game urban legends weren’t immediately debunked by the Internet, which made the hub feel like a mysterious place worth exploring. We were also new to 3D platformers; the hub gave gamers a chance to get used to controlling Mario. We’re past all that now. The hub is bad.
Nintendo thought we still needed hubs in Super Mario Galaxy. It’s practically amazing how terrible the hub is in that game. Not only was it a waste of time when what I really wanted to do was get to a level, but it was also confusing and hard to navigate. Things got a lot better in Super Mario Galaxy 2. The level select screen is very close to that of Super Mario Bros. 3 with multiple worlds consisting of different levels, this time called galaxies, with a star select screen after that like the one found in Super Mario 64 or the first Galaxy. However, it seemed Nintendo couldn’t shake the terrible idea all the way. Perhaps young gamers like a non-threatening place to play as Mario. Whatever the reason, there is still the spaceship that Mario uses. After beating a level, Mario once again appears on his ship. What’s there to do on the ship? There are plenty of NPCs with whom to speak, but there is little incentive to do so. Yes, there are times where there’s a reward, but this could be awarded to the player in a better way (such as the mini-game at the end of levels in Super Mario Bros. 3). In actuality, every time I get back to Mario’s ship, I run forward for a second to jump onto the button that brings up the level select map. Why put me on the boring spaceship hub if what I want to do every time is get back to playing Mario? And no Nintendo, that’s not an invitation to put more crap on the spaceship next time. It’s a request that you list what we want to do in your game and take out everything that isn’t on that list.
Now Nintendo definitely isn’t terrible. Sega is terrible. Sonic Adventure had an awful hub world that was incredibly time-consuming. Finding a level shouldn’t take a long time. Despite the bad hub, I did finish Sonic Adventure. I wasn’t as angry at hub worlds back then, and I had a lot more time on my hands. However, I don’t think I’ll ever be able to go back to play it again. Luckily, it seemed Sega had learned. In Sonic Adventure 2 it was much easier to find levels, and in Sonic Heroes it did away with all hubs and went back to stages and acts. Fantastic! While Sonic Heroes was buggy, I greatly appreciated how they mapped out the game. And then there was Sonic the Hedgehog (2006). What. A. Mess. The hub world was back in full force, and it was terrible. It was the first game I purchased for PS3, and it was a big mistake. I never have picked it back up again. Sonic Unleashed on 360 was a lot more fun, but still suffered from the bad hub world. Trying to figure out where the next level was got so bad that I gave up all together. While I haven’t yet, I plan on trying it on Wii because that version, or so I hear, doesn’t have the hub.
How about open-world games? Well, Grand Theft Auto does it very well, but I don’t think it’s exactly the same. Finding missions take place in a city that, for now, let’s call the hub. The missions take place in the exact same city. It’s seamless. Because the levels exist as part of the hub, I wouldn’t really call it a hub. In addition, in Grand Theft Auto 4 at least you can take a taxi to any mission on your map. And how do you pick your destination? With a menu. No More Heroes looks similar but is actually very different. There’s a city in which you can drive, but none of the actual game takes place in the city. This makes NMH’s city a hub, and a terrible one at that. Whether this was a mistake or not is debatable because Suda 51 has made the argument that this was a critique of open-world games. If he’s critiquing Grand Theft Auto though, then my previous statements about GTA would stand as my counter-argument.
Many iPhone games use a grid to represent levels. Level select screens have multiple pages, and each page has a grid of stars, with each representing a level. Not every game uses stars, but I see a level select screen similar to this in many games. This isn’t a hub, and this is close to what I’m advocating. However, you can’t deny that this looks very dry. In fact, I saw we look once again at Nintendo. Quite often they get it exactly right. They don’t use multiple pages. They use multiple worlds, such as the different islands in Super Mario World. Instead of stars representing levels, arranged in a grid, Super Mario World featured dots set up to reflect the world they represented. You could maneuver through the hub quickly and effectively, yet it still conveyed the idea behind that set of levels. It looked fun, but most importantly, let you get back to the actual fun quickly.
Thank you, Super Mario World.

A Contest I Don’t Want to Win

[Company,] a leading video game developer and publisher, announced today the winner of the Win A Rim Job promotion…

No thanks. I’d rather not have a rib job from you.
Okay, want to know what that really is?

AGOURA HILLS, Calif.

How do relationships in game affect relationships in real life?

Breakfast Topic: How do relationships in game affect relationships in real life?

Most of the time, relationships in and out of World of Warcraft are completely separate. There are people I know in the game and people I know out of it. With the number of available realms, even the people I know in real life who play WoW are on different realms. This contributes to keeping in-game and out-of-game politics separate. But what happens when these two parts of your life come together?

I like this one the least of my published WoW Insider articles.
Also, what’s with the picture they chose?