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Posts Tagged ‘Tom’

Top Ten Tuesday: Top 10 Ways to Save the NGP (PSP2)

Tuesday, February 1st, 2011

Sony’s launch into the portable gaming market was met with mixed response; the PSP played host to plenty of phenomenal games, but the hardware itself never seemed quite up to the task. Low batteries, fragile disc casings, and a laughable thumb nub often made for a frustrating experience. Potential for something great was there, however, and Sony’s recently announced follow-up could potentially correct every one of the first handheld’s faults. Codenamed as the Next Generation Portable, or NGP, the long-rumored PSP2 has finally graced the world with a photo op. But aside from what’s already been shown, what can be done to avoid a fate similar to its older brother?

Please don’t make this the NGP’s future.

10. Don’t Dig up the Past
Portable devices almost always turn into a ported-game landfill during some point in their lives, and no handheld has ever been more susceptible to this than the upcoming NGP. It’s essentially upgraded hardware with new features and a PS2 controller wrapped around the package. Considering the PS2’s incredible library, a monsoon of established classics could easily plague the NGP’s release schedule for a few years.
If that sounds as ridiculous as I tried to make it, I’m glad! Don’t get me wrong; there’s nothing wrong with revisiting classic games. The problem with treating handhelds as re-release platforms, however, is that it sets a negative example for everyone else to follow. If developers can just rehash previous titles to cash in on everyone’s nostalgia, then what’s the point of using the resources to develop an IP that isn’t guaranteed an audience?

Luckily, Sony can at least discourage this from happening. By adding PS2 games to the Playstation Store, a wider selection of classic games would be made available quickly enough to deter complete ports. The prices of digital copies would likely be low enough for gamers to be willing to buy into the nostalgia, and the NGP’s finest exclusive games would revolve around the system’s unique strengths rather than the company’s decorated past. (more…)

Pinball FX 2: Marvel Pinball Pack Review

Thursday, December 9th, 2010

DLC: Marvel Pinball Pack (for use with Pinball FX 2 platform)

Platform: 360, PS3

MSRP: 800 Microsoft Points ($10)

Release Date: December 8th

ZEN Studios, the developers responsible for Pinball FX 2, have followed up their recent love letter to the classic pastime with the Marvel Pinball Pack. For 800 Microsoft points, players will receive four appropriately Marvel themed tables, featuring Wolverine, Spiderman, Iron Man, and Blade. Each is filled to the brim with references to the iconic Marvel characters they’re named after. The pack was obviously designed with the licensing in mind, but is there enough here beyond the characters to justify the expense?

My favorite table, hands down!

Much like the original Core Collection pack of Pinball FX 2, every inch of the tables was built with an overall theme in mind. Whether you’re navigating the higher, multi-pathed ramps of the Wolverine table or shopping for weapons on the complex Blade table, you’ll find a wealth of references to the source material to explore. The farther you progress, the more apparent it will become just how in depth these tables go.

Although there’s not much room to deviate beyond what they’ve already done with the original Core Collection, ZEN Studios manages to pay homage to iconic Marvel characters while still providing an entertaining set of tables. This is still pinball, but there are enough unique twists to each table to keep it interesting. Losing a ball in one of the side drains on the Wolverine table, for example, will sometimes trigger a countdown as your ball re-launches into play. If you manage to hit a highlighted target on the table, your ball will be brought back into play permanently in reference to Wolverine’s ability to regenerate health. (more…)

Waggle, Be Damned – Why Motionless Controllers Aren’t Going Anywhere

Monday, November 15th, 2010

Wait, which way do I turn to teabag again?

If your gaming sessions have yet to incorporate a style of game play that’s beyond the standard pad of buttons and thumb sticks, you’re in the minority. High definition graphics and accessible online play for consoles aren’t the only things the current console generation has graced us with; there’s also waggle, games based around movement being tracked by a camera, and brand new ways to destroy the valuables within your living room. While new control schemes have been around since the birth of gaming, never have they become more prevalent than within the current console generation. These control schemes have been so successful that, at times, the focus seems to be on how we’re playing the game rather than the game itself. This motion controller movement has been so successful that many gamers believe it will be the demise of their favorite hobby as they know it. Is the new wave of attention brought to the gaming industry a revenue-yielding godsend, or is the newfound accessibility of our favorite pastime watering down the essence of gaming?

Despite it being the industry’s favorite downfall to bemoan, the success of controls beyond a gamepad is not our pastime’s fiery demise. There is absolute truth to the complaint that motion-controlled gaming has dimmed the spotlights on many of the traditional gameplay mechanics and games, but to suggest that they’ll be replaced entirely is overzealous. There are hundreds of mechanics within gaming that are impossible to duplicate with the current products on the market. Explain to me how you’re going to pull off that eighteen hit combo in Super Street Fighter IV using Microsoft’s Kinect? How about the fantastically responsive plastic instruments used with Rock Band 3? Will players punch or strum a patch of air to earn their respective awards? (more…)

Pinball FX 2 Review

Wednesday, October 27th, 2010

Pinball machines have become a rarity in today’s modern world. With arcades slowly bleeding out and the demand for new tables lessening with each year, sighting a table in the wild can nearly serve as its own cause for a holiday. Luckily, the team at ZEN Studios can’t seem to let go of the past. While their previous attempt, Pinball FX, was an admirable attempt to revive the gaming world’s interest in pinball, it was not without its flaws. With three years past, has the team perfected the emulation of pinball, or is this attempt shaky enough to tilt out? (more…)

Monaco Preview

Monday, October 25th, 2010

Let’s face it; everyone has contemplated a heist. That’s not to say you’ve considered carrying out an act of theft, but the concept of crafting a plan to surpass a supposed impossible set of obstacles is intriguing. It’s the essence of some puzzle games, and when translated into a setting that involves violence, explosions and chloroform, it’s a solid balance between higher level thinking and straightforward brutality.

Some of us can’t afford another mark on our records, however. So, are we to drudge through life, forever wondering if the logistics of our plans are sound?

No, actually, we’re not, because Monaco has us covered. (more…)

Digital Distribution: A Matter of Time

Wednesday, March 24th, 2010

If you’re a gamer, then you know the thrill of buying a new game. Tearing off the plastic, taking in that new manual smell, flipping through the pages on your way home to play it…it’s easy to make an event out of it. That post-purchase rush home is actually one of my favorite parts of gaming. Trailers and reviews be damned, nothing can damper my excitement for my first face time with a game. But how long will this patience-testing gauntlet be around?

With the rise of digital distribution, it might not be for much longer.

(more…)

DLC: A Gift or a Marketing Ploy?

Tuesday, March 16th, 2010

DLC (short for downloadable content) serves as an extension to the contentof the game found on the original purchased copy. The most common examples of DLC are multiplayer maps and additional chapters for a game’s campaign, though less significant options can still be offered through this method, such as character skins. This additional content can be purchased for a small fee or even given away by the developers in an effort to lengthen a game’s legs. If done correctly, DLC will keep gamers coming back for more, ensuring positive word of mouth and a stronger interest in a developer’s future projects. (more…)