Saturday, April 30, 2011

Ninjamurai Preview


Limerick based Open Emotion Studios is back with a new title destined for the PS3/PSP Mini's market. Ninjamurai puts you in control of a young ninja/Samurai known as Ninjamurai, as he tries to outrun a number of evil forces.

The artwork is subtle, simple yet gives the impression of being carefully crafted. After seeing the artists at work at their studio in Innovation Works, it is evident that a lot of care and detail is being put into the work. Some recent titles to hit XBLA and, when it was active, PSN have shown that simple graphics can suit the game. This is certainly the case in Ninjamurai.

The gameplay is fluid and thankfully the controls are responsive. When the character is running at full tilt across dangerous, and sometimes collapsing, terrain the last thing needed is an input delay. Players of games such as N+ or Super Meat Boy will have to make a minor adjustment as there is no wall jumping up a single wall. As a player of such games, that was one of the first things I tried to do. Thankfully, there is usually an easier way to travel across and up a level. Learn from my mistakes!

Ninjamurai is set to cater for a variety of gamers. Rather than putting together a formula and hoping that all playstyles are catered for, Open Emotion Studios have implemented a few different features which should fit the bill. There are two stances: one is a running stance with slow attacks, while the other is a combat stance with less overall speed but quick and deadly attacks. This enables players to battle tooth and nail, or stealth their way through a level.
In addition, it is possible to unlock five outfits. Again, these can cater for or adapt the way in which a player plays. For example, one has less health points for Ninjamurai, but enables the player to inflict more pain.

The level designer is clearly fond of the classic "pit-of-death". While this keeps the player on their toes, it can also make it quite nerve wracking when told to wall slide down. It doesn't make it any more reassuring when that comment is from an Open Emotion staffer, I can tell you! However, the team has seen difficulties that players have faced and are actively working to rectify this issue. It is one of the few things that slows progress down, but if sorted will have players blasting through at a mile a minute.

The pit-of-death is a classic element that designers were fond of in the past: Remember Mario? That is not the only classic touch that a player will see. Certain gameplay elements and level features are a well implemented homage to old school games. A certain age group of gamers will feel that surge of nostalgia down the spine. Unfortunately, I have come to the realisation that I fit that age bill! Worse things could happen though; it allows me to appreciate these references.

Ninjamurai is designed to have people play again and again. A number of playmodes are on offer. These include a hardcore mode designed to test Ninjamurai skills, speed runs and a survival mode. Each is a unique take on the game and challenges the player to get better and better. In a novel touch, Open Emotion Studios has implemented in-game achievements. 

Ninjamurai is shaping up to be an exciting release from a home grown development studio. The aimed release date is in May 2011, but the studio is keeping tight lipped on an exact date at this point in time. 

Thursday, April 28, 2011

My own Marvellous adventure

When Marvel 3 was released, I picked it up immediately. For some time prior to release, I wasn't sure that I would invest in it. I had found its prequel difficult to get to grips with and there was waaay too much going on for my poor brain to handle. But, after playing MvC3 at the Eurogamer Expo, I took the plunge and bought it.

And then swiftly traded it in. Once again, I found it difficult and couldn't find a way past a stream of bullets as Dante or Deadpool, or sometimes both, appeared on screen. As it was, I was still an average player at Street Fighter; a game that I had invested a significant amount of time in. I didn't have enough time going spare to get into MvC3. It's frustrating to lose...It's even more frustrating when that loss comes from the other side of the screen.

I kept in touch with the Marvel scene. I watched the occasional stream and kept on top of 'The Marvellous Adventures of Gootecks and Mike Ross". Slowly, the desire to play came back. So I picked it up once again. However, I had learnt from my mistakes.

I hit Mission Mode immediately and, strangely, made more progress with Wolverine than I had done in the past. He was always a certainty in the team. I had heard complaints about Sentinel, seen the patch and seen his influence on matches. So, for the first time, I picked him. I quickly realised you don't even have to play him well. If you can, it's beneficial, but a couple of hits per combo deals significant damage. Pair that with X-Factor and you're good to go. Unfortunately, my 2nd character is still undecided. I'm not sure who'll fit the mix or who I like.

Once I hit online, I was surprised. I was actually winning! Some of those thanks to my giant, hulking robot...Sentinel for example won one match single handed. I was in trouble and on the ropes. Then managed to link a couple of devastating blows together. With plenty of super meter to spare on his last character, I unleashed it. Dante didn't teleport, and instead blocked a stream of supers. Desperation set in and he pushed a button....and then lost. Not the finest win, but it would do.

I'm currently at 8-2 online. All was going well until I took a break from Ranked, and everyone disappeared. Player matches were a mixed bag. One player in particular had my number! My Wolverine is coming along nicely, Sentinel acts as a solid anchor in any team, but who do I put in the middle? Any suggestions appreciated. Comment below or @Sabre0001 on Twitter.

Portal 2 Review



By Mark O'Beirne
If you liked Portal, you will love Portal 2. If you didn’t like Portal, you should check out your local psychiatrist; there’s clearly something deeper that needs to be ironed out. Perhaps, you have been the subject of a series of test chambers, risking life and limb in the past.

Portal 2 is a more rounded and developed game than its predecessor. For example, players are introduced to the founder of the Aperture Science Computer-Aided Enrichment Centre. Players get a peek at how Aperture operates, the characters that make up the corporate machine and the intense rivalry with Black Mesa. Portal 2 simply seems to have more depth and substance to it.

The Aperture Science facility has changed since the first title. It has been overrun by decay and mother nature herself. The main character from Portal, Chell, is back after being woken from a cryogenic freeze. After being guided to where GLaDOS lies, dormant but alive, Chell and a side kick robot by the name of Wheatley attempt to escape. Unfortunately, they wake GLaDOS who is surprisingly pleased to see Chell…considering their shared history. This forces Chell down the route of a series of tests in a crumbling environment, with a number of twists and turns along the way.

It would have been easy to follow up Portal with more of the same, but there is a concentrated effort to add more while staying true to the original. Unlike the first which was essentially a series of tests, there is more of a storyline present…interlinked with a series of tests.


Players have more at their disposal, or challenging them this time around. Along with portals, players must make use of three different gels that are sprayed around certain parts of the facility. These change the dynamics of the game as they can propel the player, make them bounce higher, or allow them to place portals on surfaces that it would not have been possible to previously.

At its core, Portal 2 is very faithful to its legacy. Humour is present in abundance with quips and comments from GLaDOS and Wheatley. Meanwhile, Cave Johnson chimes in with pre-recorded messages from time to time that are certain to make players chuckle while pondering the ethical greyness of the facility. Even the early tutorial gives an inclination of the tone that is present throughout the game. All that can be said without spoiling it is that it is a more refreshing and enjoyable tutorial segment than usual.

The scripting in Portal 2 is excellent and carries both the story and the dialogue well. However, it is voice acting performances from Ellen McLain (GLaDOS), Stephen Merchant (Wheatley) and J.K. Simmons (Cave Johnson) that round off this performance perfectly. The scripting suits them, and appears to have been meticulously crafted for them.


The puzzles are similar in style to Portal. Players must get from one place to another through the use of cubes, buttons, portals and gels. Exploration is also encouraged where possible. The “Rat Man” is back with his scrawls that tell a tale. Achievements are often ignored in reviews, and with good reason. However, the achievements list shows that players can do quite a bit. From messing with the way Aperture conducts its business to disobeying certain instructions from GLaDOS; there is more to the game than may meet the eye.


Portal was often a solitary experience. This is not the case with Portal 2 thanks to the added Co-operative mode. Despite controlling two robots by the names of P-Bot and Atlas, players are still treated to insights, comments and remarks from GLaDOS. Players are required to work together to get through the environment. This can be done on- or off-line. Once again, there is plenty of depth. The robots able to interact such as playing Rock-Paper-Scissors, while GLaDOS will interject if the player waves in front of a camera and so on.

Portal was a good game, but it is the depth that makes Portal 2 a great game. Everything seems more real as there is a background in place. Everything has a history. The humour runs throughout the game, which is certainly needed in what could otherwise be a sterile test environment. While the graphics haven’t become more elaborate since the first rendition, the gameplay has made progress in leaps and bounds. Portal 2 has been out for a week; therefore you should own it by now.

Wednesday, April 27, 2011

George Hook on gaming

Where were the illogical arguments? Where were the sweeping generalisations? George Hook's discussion on gaming was a disgrace. There was nothing to be angry about! Now I've all this pent up annoyance that I had brought to the surface, because you have to be prepared. But there is nowhere for it to go.

I have to say, the radio show was a breath of fresh air. He admitted that he wasn't a gamer in any way, and treated it like a discussion. In reality, there was quite a bit of explanation. When he put some of the general fears to the experts, he allowed them to voice their opinion and use actual research that has been conducted.

Yes, there are idiots in the world. People who get sucked into the world of games (or some other activity) and forget to take care of themselves or others. Those people have problems. It should not be used as a barometer or standard for all gamers.

Popcap's representative, Cathy Orr, came across very well. She had a variety of facts and statistics to utilise, and really knew her stuff. It helps that Popcap are loved by most gamers. They don't seem to put a foot wrong! I also appreciated that she put across the point of "everything in moderation". I, and many other gamers, manage to do other stuff with our lives but we do like to game.

Going to dock her points because, while she made reference to how some people like to watch TV, she didn't use a line mentioning how people use their Sky+ box and then watch those shows all night. Golden opportunity that people are presented with so rarely.

While it wasn't the deepest discussion, it avoided pointless arguments, etc. Many others could take note that this is how you approach the subject of gaming (I'm looking at you Joe Duffy or Panorama).

Friday, April 22, 2011

FOCUS: A Documentary - Review



If you've never heard of Mike Ross, EVO or the idea of competitive gaming, you don't need to worry. You don't need to switch off your set or ignore this DVD; FOCUS caters for you. Then again, if you do have an interest in the above, FOCUS is right up your alley.

FOCUS is a documentary about competitive gaming, Street Fighter, and in particular, Mike Ross. Mike is a 26 year old from California who likes playing guitar, hanging out with friends at comedy clubs and making videos. Now that the online dating-esque profile is out of the way, he also plays Street Fighter professionally and has established himself as one of the best players in the United States.

The adventure begins in May, 2010 and traces Mike's preparation leading up to the biggest tournament of his life, EVO 2010. Viewers are given a 360 degree look at what makes Mike Ross, well, Mike Ross. His family provide a background to Mike including how he started gaming, and when his competitive nature kicked off. Viewers are treated to candid interviews with Mike, his father, his brother and his friends throughout the documentary.

These break up the competitive footage nicely and complement the pace of the documentary. His family, as he puts it himself, are "here to look out for me". Mike's mother passed away tragically but still represents a pillar of support, inspiration and influence. These interviews are endearing and build a relationship with Mike that goes beyond the professional gamer image. From the outset, Steve Hwang tries to establish a connection between the viewer and Mike. 



This early glimpse at Mike's competitive nature establishes something that competitive gaming needs. When he was eight, he entered a tournament at a local arcade in a basketball game. He was beating players in their teens and this brought a crowd. There was a hook; spectators got invested. From this simple example, and primitive home video footage, Steve Hwang illustrates that the general masses need to see more than just a competitive video game. Spectators have to get emotionally invested, or be backing a particular competitor.

Mike is portrayed honestly. Fans of his various webseries (Cross Counter, The Excellent Adventures of Gootecks and Mike Ross, and The Marvellous Adventures of Gootecks and Mike Ross) will have some idea of what to expect. Most of the time, he doesn't take himself seriously; he will joke around and even when he is relatively confident, there is a modesty about him. He comes across as a likeable guy and is willing to interact with fans. However, he does not take losing well and will readily admit to being salty.

If you are a newcomer to fighting games or the competitive circuit, that one word could raise an eyebrow. "Salty"; almost single handedly highlighting one aspect that the entire documentary could fall down on. Games have a terminology and it is quite easy to get lost or caught up if you didn't quite understand it. However, Steve Hwang, Mike Ross and a variety of interviewees steer the viewer calmly through this potential minefield without ever seeming patronising. The interviewees know what they are talking about, and how to break it down in a viewer friendly manner. That is the simplistic beauty of FOCUS. It is casual enough for anyone to watch as an underdog story, without taking too much time out so that more veteran members of the fighting game brethren feel like it's a waste of time or detracting too much from the movie.



The documentary draws from a number of different elements of footage. Viewers are given a brief overview of the Street Fighter series, there are interviews and of course, there is in-game footage. This is used initially to showcase Mike's abilities and skills matched with a chorus of "oohs" from commentators and spectators. This enables the director to quickly arm viewers with knowledge that will come in handy later on in the documentary. Viewers are rapidly taught why Mike plays as E.Honda, how this character is typically played...and then how Mike plays.

For those who thought that playing video games as a living would be easy are quickly educated as Mike travels to a small 2v2 tournament to compete with "ShadyK". For a $5 entry fee, first place will earn $70, while 3rd place will win a handshake from the organiser. After the tournament, Mike says that winnings aren't his only source of income. He also produces videos on the side. While some payouts may be relatively small, Mike looks on the positive by saying that it's a good meal. Despite the difficulties that professional gamers may face, Mike says that if he were given the choice, he would want to be paid for video games over videography.

With that brief introduction to the pitfalls of competitive gaming, the documentary heads to Arizona for Devastation. The pressure, passion, highs and lows of competitive gaming are laid bare. It is here that the documentary title takes on a meaning. Competitive gaming is often as much about mental ability as it is about game skills. Mike highlights that newcomers will feel nervous because of the pressure, while more experienced players will feel a more positive sort of energy. It is important to manage these feelings and stay FOCUSed.


Tournament footage is broken up between in-game coverage and shots of Mike, the crowd and the other player. Again, this serves the purpose of making Mike a person that the viewer should be rooting for. Every reaction is captured from a raised eyebrow to a shake of the head. The commentary overture mixed with crowd reactions heightens the drama for the viewer. If you know the result, the action is still exciting; if you don't, you will be on the edge of your seat.

After matches, the audience is given a glimpse of Mike's reactions through a series of shots of him contemplating his last game to interviews regarding his thoughts on the game. Without giving too much away, he does say that after losing a match at Devastation, he just wanted to leave because he knew he would lose the next one if he was thinking too hard about the loss. Once again, viewers are shown that it is a mental game. This is reinforced time and time again throughout the documentary.

EVO 10 represents the biggest tournament of Mike's career. After the passing of his mother in 2008, he had a horrible tournament in 2009. This was his chance to prove himself, his chance for redemption. To add that extra element of pressure, he would have to move through a bracket featuring 2,000 players with an impressive prize pot on offer, and thousands of spectators online and in person.

It is at this point that the difficulties of professional gaming are put on the table. While Mike likes the idea of getting some payouts for smaller tournaments, he realises that it's not enough in the long run. He speaks candidly and says that things have to get serious or he would have to walk away. He "doesn't want to be wasting his time". This is another reason why EVO is so important, and why it weighs more heavily on his mind.

EVO is completely different to most tournaments. It is possibly the biggest in the world and draws thousands of players from around the world. Fans seek photographs and autographs, and Cosplayers roam the halls. But Mike is focused on making top eight. If he can do that, he establishes himself as a great player.



The crowd react to every combo and every missed opportunity. Shots of the crowd show how much this tournament means to some, even if they are not involved directly. Photographers stand by, posed with cameras to take reactionary shots. With this amount of nervous excitement buzzing around the crowd and commentators, one can only assume what the players themselves are feeling.

Those who followed EVO will know how it panned out. Otherwise it's like watching Titanic and hoping it doesn't hit the iceberg. But sometimes, it is not about the destination. What is important, is the journey to get there.

Mike says that Street Fighter could replicate skateboarding's success where it starts small and grows. It certainly could, and just like skateboarding it needs ambassadors. After watching this documentary, it is clear that he is someone that you would want representing a scene.

As stated, spectators need a hook to watch something that they may not have had an interest in. Steve Hwang captures it in FOCUS by portraying one man's journey and using more than just in-game footage. FOCUS is a documentary that will keep all entertained and interested, from the casual to the competitive. If you want your granny to understand competitive gaming, show her this. By the end, viewers will be hoping that Mike triumphs. They will, "believe in Mike Ross."

FOCUS is the debut documentary feature of Director Steve Hwang, an Asian-American filmmaker and graduate of Art Center College of Design in Pasadena, California. It currently has no set release date beyond "Spring, 2011". For more information, visit the website, Twitter and Facebook


Former Irish ministers owe €1493 to Dáil bar

A total of almost €1,500 is owed to the Dáil bar by former private members of Leinster House. This figure includes one debt totalling €613.65 and another of €261.45.
A Freedom of Information request covering the period before the 2011 Irish General Election, and one week after the first sitting of the 31st Dáil revealed these figures. Eleven other former ministers paid their tab which totalled a little over €1,650. One former minister who paid their tab owed €765.45 while another owed €436.95.

A tab can be set up by private members for use in the Dáil bar and restaurant. This facility is set up for convenience as Leinster House hosts approximately 100,000 guests per year. These guests are hosted by TDs and Senators.

Between 2007 and 2010, it was discovered that the total amount owed to the Dáil bar rose from almost €3,900 to over €7,000. This figure currently stands at €6,810.75. This debt is made up of figures as small as €3.70 to the aforementioned tab of a former minister of €613.65. Currently, 55 members have a tab.

A spokesperson from the Houses of the Oireachtas said that most members pay promptly. “The majority of outstanding bills are settled in full at the end of each calendar month,” he said. However, after the 2010 story, a spokesperson from the Houses of the Oireachtas said that there are no formal limits regarding how much a member can owe.

There is also no timeline in place that a debt must be paid off by. No measure has been put in place despite the investigation in 2010 that revealed one minister had run up a debt of €1,400 over three years.

A spokesperson from the Houses of the Oireachtas refused to single out individuals or comment on the remaining debts.










BRAAAAAIIIIINNNNSSSS!!!

Who doesn't love a good zombie flick, game or book? Zombies are popular again and one festival looks to take advantage of it. An Outbreak festival is being contemplated. The basic premise is that there will be a Zombie festival or march sometime in October.

I have to say I'm a little excited about this. It's a different way of spending a day and there's going to be a lot of creativity sparking. Now I just have to decide what type of Zombie to be...The idea of Zombie has changed. We had the idea of ambling Zombies, but thanks to pop culture, this has been opened up to a range of possibilities.

My most recent brushes with Zombies, and therefore the greatest influence on my choice, are through The Walking Dead (ambling), Plants vs Zombies and Left4Dead. Left4Dead is summed up nicely with this comic strip:


Thankfully, I have a few months to work on one of those stereotypes for the infected. Gonna have to hit the gym, or hit the fridge! Left4Dead 2 hasn't aided my choice any more. Not small enough for a Jockey, the Charger is a more frequent tank and I'm an untalented spitter (plus, my throat doesn't react well to holding acid in it for too long).

Plants vs Zombies is a tempting choice. I won't fit in with most of the crowd but if a few others can be convinced, it won't matter. To go solo, there's plenty of choice. At the moment, I'm thinking of breaking out the duck ring and maybe a bucket for my head - don't want to go down without a fight. If a team can be arranged, then the only way to go is the Thriller dancing group (I call leader!).



Should be an interesting event and hopefully it gains support. If interested, check it out here.

Wednesday, April 20, 2011

No MK love for XBox?

I have been won over by some fighting games in recent times. Well, primarily Street Fighter. But I am willing to give others a bash. Marvel could have been fun but I got overly frustrated by being kept at full screen by a barrage of gun shots. However, I was looking forward to Mortal Kombat 9. The downside? I am an XBox owner.

It didn't bother me that XBox owners weren't getting an additional character. I'm sure there are enough in game for me to mess around with and learn in greater detail. Add in the tag team approach and you are just adding an extra element of learning.

However, I am slightly bothered by the lack of a demo. I will be getting MK9 tomorrow and jumping into it pretty cold. I would have liked a little time to get to grips with it and mess around with characters or combos. Instead, I will be leaping into combat with a simple jump-kick-sweep approach.

It is too late for a demo now. Full retail will be the way to jump in and learn. At least there is the promise of a good training mode.

Games that need hats

Hats are in this season. They are collectables, they are premium items, they are signs that you are a generous person, or they just look good. Our avatars wear them, some characters get to wear them and we all dream of looking good in a top hat or a fedora. But what games would be better with hats implemented? Thanks to Patrick Miller (@pattheflip) for the idea! 

Super Meat Boy: People with hats are more authoritive. Just look at the villain of the Super Meat Boy title, Dr Fetus. He is a character within a robot that wears a hat...and he's an ultimate bad ass. Full of attitude, disregards all social norms and dismisses Meat Boy with the flick of a middle finger. Meat Boy just frowns and takes it. Time for him to step it up. Even Mario had a hat. Actually, scratch that. Even LUIGI had a hat!

Call of Duty: Helmets are not hats. They are slightly more practical but utterly dull. Let's face it, in the Call of Duty series you need protection from knives. Helmets do little in this regard. How about a way of ruining games for hackers or boosters as they do for other people in-game. If you engage in this practice, you get a lovely shiny hat! Call of Duty is not a simulation title, so why not push the boundary that little bit further. Not much chance of being able to run off to some quiet corner to get that nuke if you're essentially wearing a homing beacon on your head.

Mirrors Edge: A game based on free running, jumping and sliding from point to point. Ok, so in the grand scheme of things, a hat may not be the most ideal choice of fashion item. After all, they're less aerodynamic and likely to fall off in the wind at a moment's notice. But the idea of replicating Indiana Jones makes it worth the risk. Picture running down a corridor with a shutter closing at the other end. At the last minute, you slide. Cut scene takes care of the rest as Faith reaches back in, plucks up the hat and replaces it on her head. Then strolls off as if it's business as usual. The game mechanics would make it worth seemlessly.

Open to other suggestions!

Tuesday, April 19, 2011

Review scores

Ever read through a review and come to a conclusion that the game must not be great...and then see a 7 or 8, and wonder how? It is a pattern that is creeping into game reviews more and more as time goes on.

Different publications approach reviews in different ways. Some use star systems, some use percentages, some rate up to five while others hold ten as ideal gaming experiences. Others rate games under a series of titles such as graphics, gameplay and story and then average out the scores. However, none of these systems are perfect. In fact, scoring in general is flawed.

If an average system is used, is equal weight given to graphics and gameplay? Graphics may be perfect but I won't care how good a game looks if I'm essentially playing an engine showcase that isn't fun. Why do some games lose 12%; how can an exact figure be put on a game. Will I enjoy that particular title 88% of the time I spend playing it? I have played Street Fighter for over 200 hours. If I attached that criteria to it, it would rate quite poorly as I am often left frustrated and bitter. That's what I get for being a bad player I suppose. At the same time, it is an excellent title.

Scores appear to be the easiest way to satisfy those who advertise, those who arrange for free copies, and lazy readers. Why bother reading the work that someone has poured over and produced hundreds of words when there is a score, and often times a summary box, that tells you everything you need to know in seconds. Meanwhile, game development companies and publishers can simply take a flawed 9 and stick it on a box. In the tough times we live in where advertising is being reviewed, publications are treading a fine line. Is integrity being renegotiated?

I prefer to read the hundreds to thousands of words and make up my own mind. I have seen reviews of games that I enjoy that criticise difficulty or the flow where I may have had a differing opinion. A score alone is not going to tell me that. In my own reviews, I prefer to outline the positives and negatives that I found. People are often going to have differing opinions but at least there is a rationale there for people to work from. But, in the internet age we live in where "TL;DR" is the common response to text that wouldn't fit the likes of Twitter or Facebook, a shortcut is to be expected.

Maybe it's convenience, maybe there are ulterior motives at work. But I would like to stick to my words of opinion rather than tacking on a score. Being realistic, I know that I will have to abandon this if working for a publication, which at the end of the day is what I want to do.

Second hand online passes

Project $10, Online passes, a Kombat: call it what you will, but are they necessary? These measures have been brought in by publishers as a reaction to the growth of the trade-in market.

Games no longer hold value to many players. They are played and when the player is done with them, they are discarded. There is actually more of an incentive to play through quickly to maximise the monetary value of the traded in title. Games in my local stores can be purchased for €45 and if traded in very quickly, are worth €35.

The second hand market is a volatile one. Gamestop has posted massive profit margins on second hand titles in the past. Yet, the original developers see no money from this. As a result, actual sales of titles often suffer. That is, unless they are similar to Call of Duty in that the multiplayer sucks people in. Is the idea of charging those who purchase a second hand title the right one?

Before expanding on this post too much, I will admit that I don't really buy second hand titles. I bought Blitz The League II because I couldn't find it new. Why is this? I don't trust people to play nice with their own belongings, I like to get some games at launch when there is little difference between prices of second hand and new, and I will wait for sales for other titles.

I, for one, think it is. It's fair to say I love my games, and I like when developers try new things. When this is done via a retail title, the game can suffer as it will be traded in. So why would developers and publishers bother to take the risk? Mirrors Edge is one example that a game that was hit hard. It was a bit quirky and out there, but it was a good game with new mechanics. However, there was no typical multiplayer outside of online leaderboards. Walk into any local retailer and you will see multiple copies on the cheap.

Gamers aren't necessarily punished with this project. There are some games where the multiplayer is not going to be played. This means that you never have to purchase that pass. Many shooters will not match Call of Duty in terms of popularity or appeal. It is worth trying the multiplayer for most games, but not essential unless there are amazing reviews.

Perhaps it is time to redirect anger. Shops that are benefiting from second hand sales will have to react. Even if they drop the price of a second hand title, there is still a profit margin from many titles. The exception of course is when people burn through a game and instantly trade it in. Time to "think outside the box" as business people are so fond of saying.

Monday, April 18, 2011

The Dishwasher: Vampire Smile - Review

The Dishwasher: Vampire Smile is the sequel to the 2009 release, The Dishwasher: Dead Samurai. It is currently available on XBox 360 for 800 XBox Live Arcade points. Ska Studios is behind both releases and is well known for other Indie titles including I MAED A GAM3 W1TH Z0MB1ES 1NIT!!!1 . 


If Shank, Limbo and Fear were to have an illegitimate love child, the result would be The Dishwasher: Vampire Smile. Combine the gratuitous violence of Shank, the simplistic beauty of Limbo and the psychotic chilling story of Fear and you have an idea of what to expect.

There are two separate solo campaigns available. These run in tandem with one another for a large part of the game.

In one, the player takes on the role of Yuki, the step sister of the protagonist (The Dishwasher) of the original title. The opening sequence harkens back to the first title where The Dishwasher battles Yuki. After being reanimated, she experiences a series of nightmares that give the player an idea of the surreal imagry that is to follow. She must break out of the prison and set out on a quest to take revenge on the three figures of power responsible for her incarceration. These are her three marks on the world: Banker, Judge and General. 

For those who have played the original, the player resumes the familiar character of The Dishwasher. He sets off to find and assist Yuki. The player must battle through a sleuth of enemies in a bid to track down Yuki. Upon meeting, the story takes a darker turn which you will have to play to enjoy!

The Dishwasher: Vampire Smile looks great despite an abundance of grey and somewhat simplistic visuals. What it may lack in graphical detail, it more than makes up for in violence and gameplay quality. The game is quick but accessible. For the technically minded, it is possible to string together massive combos that expand beyond the typical, "Mash X". Both characters have the ability to dash, which allows for avoiding attacks, moving through gates, and getting from one enemy to another in the blink of an eye. With such an impressive visual and speed, why would you walk anywhere?

The story part of the game is told through comic strips. The images used are chilling and dark but excellently done and implemented. They don't take all day to scan through, avoid the risk of poor voice acting, and are possible to skip if the player has to come back but has seen it before. 

Players have plenty to aim for when playing. There are times when it is better to go against the sign posted route. Exploration often leads to gifted items, powers or minigames. Yuki is a proficient violin player while The Dishwasher is a dazzling guitarist. Here, the characters can bring some colour into the world as fireworks explode as the "concert" reaches a crescendo.

Regardless of how good the player is at hitting buttons in time, the game will not punish as bum notes are not implemented. Players who lose track of the controller layout will simply be rewarded with a lower percentage. And of course, to top it off, the instrument of choice gets slammed into the ground. If Yuki and The Dishwasher weren't trying to exorcise demons, they would be chart toppers.

Each level gives a tally of score, highest combo, time taken and so on. Competitive players may replay levels multiple times to perfect a run. There is also a speedrun difficulty. For those who need variety, there is a co-op storyline along with an arcade mode and the Dish challenge. The latter features an online leaderboard where players can showcase their best run for slicing and dicing waves of enemies. Finally, for those that seek perfection, there is a practice room.

The Dishwasher: Vampire Smile is not for the faint of heart. Battles are fast and frantic. In co-op it can be especially tricky to work out where your own character is on screen. The coloured arrow overhead is helpful but doesn't always stand out enough against the backdrop of spraying blood. Blood splatters on the walls and screen, and executions result in characters being sliced or torn from limb to limb. For those who believe that games are turning people into killers, there is plenty of ammunition as multiple rooms feature screens that flicker between "WAR" and "KILL".

Don't tell Microsoft but The Dishwasher: Vampire Smile is a steal at just 800 points. If you love fast, fluid combat with plenty of over-the-top violence, this is the title that will make your year. Finally, players can feel like a bad ass without actually facing physical harm. Dodge, duck, dive, dip and dodge with the greatest of ease while slicing enemies in two. And if you get bored of that, crack out a violin or guitar solo or two. What's not to love? 

Wednesday, April 13, 2011

Review: Sucker Punch

Sucker Punch is the latest creation from Zack Snyder, the man behind such films as Dawn of the Dead, 300 and Watchmen.

A haunting cover of Annie Lennox's Sweet Dreams acts as the backdrop to a well paced, sinister opening that sends shivers down the spine. The audience sees Baby Doll (Emily Browning) in her home environment of abuse and torment. This is quite a striking opening and shows plenty of promise. Unfortunately, what follows after loses the run of itself and everything gets quite loose.

Upon arrival at the Lennox House for the Mentally Insane, which is quite a nice reference, Baby Doll is on course to undergo a lobotomy. It is at this point that a number of storylines emerge. The clinic becomes a brothel where Baby Doll must learn the art of survival. Here she meets and befriends Sweet Pea (Abbie Cornish), Rocket (Jenna Malone), Blondie (Vanessa Hudgens) and Amber (Jamie Chung).

In order to survive, the girls must dance. Red blooded males everywhere will be rubbing their hands together with glee at such a promise. But the audience never witnesses the dance itself; an unfortunate occurrence as Baby Doll dances so well that people become mesmerised. Said audience members can take comfort in the fashion that the dancers adorn themselves with.  

After being ordered to dance by Dr Vera Gorski (Carla Gugino), Baby Doll enters a fantasy world. Here she learns what she needs to escape. She also learns that there are barriers and faces off against three hulking samurai. The fantasy world is where Snyder excels. His past experience shows and it is possible to see influences from 300 and Watchmen. Visually, Sucker Punch enters an impressive world with plenty of diversity. Scenes range from wartorn battlefields against steam powered soldiers to castles where dragons must be fought. Naturally, plenty of slow motion scenes are present.

There is a crossover between the two worlds. The items that must be acquired are represented in both worlds, although may take different forms. Similar to The Matrix and Inception, incidents occuring in the real world have an effect on the fantasy world. Not much can be given away but it is a nice touch.

The soundtrack throughout is spot-on and fits each scene well. The fantasy world is brilliantly portrayed and lives up to Snyder's reputation. There were two promising films on offer within Sucker Punch. It is just unfortunate that the two worlds were slammed together and didn't quite mesh. Sucker Punch isn't a bad film but after the daunting opening that showed so much promise, everything falls a little short.

What's in a name?

How difficult is it to pronounce my name? O'Beirne...OK, to look at, it's pretty intimidating. Does a name really need that many vowels and how do they all roll together. It's understandable that it could be tricky.

But why is it that when I say it to someone, they repeat it incorrectly. Say it with me: "O-B-U-R-N". Not that difficult. We spend years learning through mimickry, so this should be an easy task. But no, I have spent the entire morning leaving messages with people only to have my name incorrectly repeated back to me.

It is a strange phenomenon in Ireland. I am used to it being misspelled. I am also used to it being said incorrectly but after hearing it back time and time again, it's good to write about it. We have plenty of O'Byrnes and even Burns. I would have presumed that those would have been the go-to reference points that people cling to.

But apparently not...O'Brien is the safety net instead.

Saturday, April 9, 2011

Close but no cigar

When I tell people I'm off to watch a Munster rugby match they respond with, "have fun" or "enjoy". These people have clearly not watched Munster rugby. It is rarely an enjoyable experience.

The match today against Brive was case in point. In the first ten minutes, they were breezing clear and looked certain favourites. There was running rugby and offloading. It was a joy to watch unlike the aerial ping pong that rugby fans have become accustomed to.

Then, Brive gave us a taste of our own medicine. They attacked and scored. It looked like momentum had shifted and the home crowd were getting into the match, along with the 15 men that represented them.

But Munster pushed on. Some moments of magic, the bounce of a ball and some calm decisions resulted in Munster opening up a gap. The substitutions came and subbed players seemed relaxed. Tuitupou was focused on by the camera at one point. He lay on the ground, and gave a smile and a wave to the camera. And why wouldn't he be relaxed. 30 degree heat, sun in the sky and Munster were 19 points clear.

Once again, mistakes rose their ugly heads. An intercept try followed by a run in left just five points in it with minutes to go. Thankfully, Brive knocked on and Munster claimed the win. Some great performances, with occasionally shocking defending.

It is tough to watch Munster. Especially at the moment - a tense game against Leinster followed by this encounter means that my heart and fingernails have taken a battering. Oh well, roll on next game and let the red army march on.

Friday, April 8, 2011

Why I'm excited about Portal 2

Portal 2 looking great! Got a chance to try it at the EA showcase. Played first chapter...

Sense of humour is still there (if not ramped up a bit). Personality companion that you meet at the beginning of the game, and who teaches you the basics, is great. Witty, helpful and calm throughout  :)

Those who have played Portal will know what to expect. Manipulate your environment through the use of portals to get somewhere else. Apparently the difficulty has been changed - if you know the solution, you will be able to complete the level. This is because they took a look at STEAM stats and saw that people stopped at the 2nd last level. They just weren't dexterous enough to get through.

Unfortunately, nothing can be done to help me. At least twice, I confused myself only to find that the solution was to walk through the gap in the wall beside me or turn a corner. I'm a special breed of gamer...

Graphics aren't going to blow people away, but when timed so close to the delicious Crysis 2, you're probably best not trying to do all you can do; all would be in vain anyways. The Aperture Science facility has changed since the last outing. Now, there are some outdoor environments. Helps mix things up a little.

GLaDOS is back...and she's glad (*cough*) to see you. You must like testing; she does too...This relationship has to work out right? Right?! Well, she could take care of you Pulp Fiction style but we'll have to wait for release to see what happens.

Portal 2 is going to be excellent. I like that they're trying something new with the co-operative play (though I didn't get to give it a go). Witty, charming and puzzling as ever; Colour me excited.

Sims remains at forefront of EA strategy

The Marketing Director for EA UK & Ireland has confirmed EA's committment to The Sims franchise. He highlighted its success across a number of different platforms.

He said, "The Sims continues to be a major priority". He also made reference to the expanded content successfully taking the "concept of playing with life into new and exciting areas".

------
So, good news Sims fans - The series is here to stay for another while yet! No mention was made as to what the future will bring and there was nothing explicitly showcased. What would people like to see, or has anyone a guess?

We've seen the present and the past - will we have "SIMS IN SPACE!" (to the tone of the intro to the muppets)