Collection of writing, thoughts and stories from Mark "Sabre0001" O'Beirne. Former professional student - Business (Marketing w/Entrepreneurship) and Journalism masters graduate. Current gaming, esports and tech lover and writer.
Find me on Twitter (@Sabre0001) or YouTube (youtube.com/user/sabre0001)
EA heard that you like races, so they put a race in your race! That is the basic premise of Need for Speed: The Run. The protagonist Jack Rourke is involved in a coast to coast race, but within each stage there are objectives set. The overall goal is to arrive in New York as the leader of the pack of over 150 competitors. This is more than a race for prize money or bragging rights. Along the way Jack must avoid cops and criminals who are willing to do whatever it takes to stop him. This is a race for Jack’s life.
Need for Speed: The Run uses the Frostbite 2 engine and puts it to good use from what has been showcased thus far. This engine allows the EA team to go bigger and better than ever. The landscapes look beautiful, although you can't pay too much attention when racing at breakneck speeds. Environments can be changed and its impact felt on the race track. With the landscape of the United States so varied, it presented a challenge and an opportunity to the development team. Races through snowy planes fall subject to avalanches, while more urban settings can be altered thanks to third party influences.
One particular level features a race for survival against the criminal elements presented in Need for Speed: The Run. As you come under a barrage of bullets and heavy impacts it really does feel like a survival challenge. And then, the helicopter is called in. This addition will test every fibre of your racing ability. It is no longer about racing quickly, but about dodging bullets, spotlights, falling debris and dead ends. This is a tough and unforgiving mission that changes the feel of the game. Suddenly, it is a completely different type of Need for Speed game rather than the same formula that has been seen in the series to date.
The racing is exciting with a range of exotic cars, environments and challenging competitors. There is great variety included in The Run as well. It is no longer about earning the quickest car and simply racing to the end in that. From what has been shown off so far, players will be forced to adapt to new cars for one reason or another. When the new environments are also taken into account, there will be plenty to keep new and old Need for Speed players occupied.
It is fair to say that the E3 trailer concerned many players. In it, players were shown Jack running about on foot with Quick Time Events (QTEs) thrown in. This is something that EA was keen to highlight. While these are present in-game, they represent less than 10% of the overall gameplay. It was pointed out that the choice was to use this interactive segment or use a cut-scene instead. In the end, EA decided to go down the route of QTEs and is happy with that choice.
EA has been cagey when it comes to the multiplayer side of The Run. All that could be confirmed so far is that there will be multiplayer. Like the more recent Need for Speed titles, it will feature the Autolog and allow players to compare their times with those of their friends. This is a social feature that EA is committed to and goes back to the basics of multiplayer gaming: bragging rights become important once more.
Need for Speed: The Run is shaping up to be an exciting rollercoaster ride across America. It is the biggest game of the franchise and looks to push the boundaries of what players have come to expect from the Need for Speed series. The game comes out on PC, Xbox 360, PlayStation 3, Nintendo Wii and 3DS. The release date is staggered with North America getting it on November 15, Australia on the 17th and Europe on the 18th. Japan must wait until December 1st.
It's been an absolute blast to record this season so far. Our game has stepped up, we understand Ultimate Team more, we are playing better and we are communicating. To make it even better, we have a few wins under our belts :)
Outside of the game, things have also been stepped up. A HD camera was finally purchased to ensure the best quality all round...made sense seems as we had the PVR already running - though the quality was being reduced overall because of the video camera. As for sound, experimented with an external mic on a stand - good quality mic, but it's not picking up the sound as required. Time for us to just speak louder all the time!
Going to upload videos here now as well. No such thing as too many places to post! So, here is the season so far.
Street Fighter X Tekken (SFxT) has received a lot of press and a lot of promotion of late, though not always for the right reasons. The latest announcement is an unusual one - a gem system. Essentially, this allows people to customise and tailor characters to suit their playstyle. On the surface, it sounds interesting and beneficial. However, when some of the gems are detailed, a few eyebrows may be raised.
The same ones are being highlighted time and time again. There are two reasons for this. They are the ones that have been detailed in trailers or gameplay videos, but they are also the ones that cause most concern. The idea of allowing players to burn meter in order to auto-block or auto-tech throws is a strange one. These are going to have an impact in matches and, competitively, could have a detrimental effect. Matches may no longer come down to who is calm under pressure and pulls off a clutch read or counter, but who has certain gems stacked or the meter to use them.
While this does open up strategical elements: having meter to use, similar to how players would try to keep two bars in Street Fighter 4 to allow for a Focus Attack Dash Cancel (FADC) into Ultra, it penalises those who go for outright damage. The combo system in SFxT is an interesting one and requires meter to tag characters in and out to extend combos. Perhaps this is Capcom's way of stepping in to ensure that people don't try 60-100% combos.
There was an interesting point raised on Cross Counter Live (http://t.co/0KfCXg5n), where it was highlighted that when players at home pick Ryu, they have the same tools at their disposal as the top players in the world. If you draw a comparison to other professional games, and even mainstream sports, everything should be a level playing field. Poker became huge because anyone could participate or begin to play. People could play among friends and have the same showdowns, albeit on a different scale, as professional tournaments. Players should be able to emulate their idols or develop from beginner to competitor without having to shop at the same store as their idol.
The greatest games, and certainly the best competitive games, should be easy to learn but hard to master. It should be very easy for a beginner to come in and do something, but there should be layers of depth. Only the best will master games, but anyone can compete and learn. Any sport has this setup. The basics and fundamentals are very easy to learn, but there are more complicated plays or systems and so on that can be used to unlock the opposing player or team. Gems will not contribute to this; they pose a barrier instead as there will be certain mixes that work better than others and it becomes too difficult to learn the properties of every gem and combination.
The final point that illustrates that gems have no place in the competitive fighting game circuit is that of balance. It is difficult enough to balance a limited cast of characters, as most developers including Capcom have illustrated in the past. However, hundreds of gems and potentially thousands of combinations give reason for concern. There will be subsets that will be better than all the others and these will be exploited.
Will it succeed in a casual market? Who knows...Mortal Kombat had an automatic blocking system of sorts, and people became tired of it. Capcom are stepping onto dangerous territory. The fighting game market is becoming saturated once again. Games will fail and if pushed too far the market may collapse once more. Where will SFxT lie when the dust settles?
What are your thoughts? Let me know by commenting here or on Twitter (@Sabre0001).
It's back and bigger than ever. While the main FIFA series is attempting to go down the sim-esque route with Sky Sports highlight moments thrown in for good measure, FIFA Street is going bigger and bolder than ever. The completely off-the-wall flavour has been ditched for a more authentic down to earth game. In spite of this, tricks and skills are still the order of the day.
The number of skill moves included in the game has been increased and fans want to see them. Not only is there an emphasis on winning, but teams must entertain the fans. Each player will be rated according to how entertaining they were over the course of the match. Flicks, spins, tricks and flashy passes or shots will be met with approval. If used correctly, they can wrong foot the defender or goalkeeper and turn the match in your favour.
While the skill moves themselves will take a little time to actually understand so that you can pull off the right move at the right time, there are a large variety of tricks that each player has up their sleeves. Cheeky passes and shots are the order of the day. Best of all, any player can feel like a footballing god quite easily. If a skill move or two come off and set up a wonder goal, it is the moment where you feel like you have accomplished something spectacular. But of course, you can never stop at one moment.
The gameplay is quick, frantic and exciting. The matches showcased at a recent EA preview were 5v5 or 6v6. In great news, indoor soccer is back. While it's not quite the same as the good ol' days of FIFA, it brings back fond memories. The focus of FIFA Street is the grassroots soccer. Well, not quite grassroots… Players will take on teams on streets, beaches and courts from around the world.
There will be several game modes included in FIFA Street. Along with exhibition matches, game modes based on panna (1v1) and futsal will be included. Players will also be able to start with a squad of nobodies and take on the world. Along the way, they will be challenged with the potential reward of picking up notable real world players. Your created player could finally earn the chance to play alongside Wayne Rooney for example. The World Tour mode challenges players to progress from the local scene to national, European and ultimately world-stage tournaments.
It is shaping up to be a cracker. The play is fluid and fun, the skill moves are animated well and the game is graphically impressive. While the action is more frantic and goal mouth action is frequent by the nature of the size of the pitch, goal-fests are not to be immediately expected. Keepers are more than capable of holding their own and will pull off some impressive saves.
FIFA Street blurs the line between reality and simulation. Tackles are more realistic pokes and players will occasionally stumble as a result of the impact engine. The larger than life tricks and skills at the beckon of an player remind the gamer that this is not your typical FIFA game; this is FIFA Street.
Hmmm...Last post in July! Bad times. Time to start blogging some more. Or, as the brilliant Contagion puts it - graffiti with punctuation. So what's been happening, what's to come?!
Firstly, college is once again behind me. Exams are done, thesis is handed in and results from the latter will be signed, sealed and delivered in December. Let's hope for the best. Had a horrible feeling the other day when I opened a draft of a feature to get a quote for a new feature I was writing. Saw an underscore - my temporary holding symbol for a point or word to add - and my heart sank. Thankfully it was an early draft, but that was not a nice feeling.
Attended the Italian Grand Prix in Monza with a friend. That was a blast. Great weekend overall - really nice weather, great views, beautiful place. To make it even better, we were able to get a tour around the Lotus garage, into the Paddock area and got to sit up in the business seats on the main straight for Friday. Unforgettable. My view for the race itself was pretty good too. Here is the first lap from where I was:
Still doing some freelancing and writing, but need to step up my activity. This short blog is a good way to start, but I have a couple of previews and a review to put together soon too. Fun, fun! Also hoping to ramp up my activity on YouTube. Have started to connect to other channels and am browsing YouTube partner forums. Ultimate FIFA Adventures is still going strong and Season 2 has started really well. We are only entering knockout competitions. This means more drama, more raw emotion and more tension. Here's the first episode that we shot - new episodes every Wednesday.
In order to bolster my channel, and because I'm interested in producing more content, I have started to record my progress in FIFA 12's ranked mode. Tough going but two episodes recorded. This is going to have a more frequent output. Hoping to schedule for Mondays and Fridays. Need another few projects...I never do anything by halves. Once again, I look like I'm going to make myself overly busy!
King of Chinatown is more than a documentary about the fighting game community; it is a story. It is the story of the potential conflict between the “industry” and the community, the story of Empire Arcadia attempting to break into the big leagues, and the story of Justin Wong’s quest to become a professional gamer and defeat his arch nemesis on a major stage.
The documentary itself does not feel the need to handhold. There is a brief introduction regarding the emergence of the subculture of the fighting game community and potential careers as a professional gamer. However, the documentary is not stop-start with various definitions and explanations. The introduction gets straight to the point. Immediately, viewers meet Justin in his natural environment of an arcade and the imposing figure of Isaiah Triforce Johnson, the manager of Empire Arcadia. From the beginning, viewers are armed with key pieces of information: Justin is a hugely talented player and confident in his abilities, he is an integral part of the Empire Arcadia structure, and Empire Arcadia plans to grow as an organisation.
There is a natural progression to the film. Even the tournaments and scenes featured grow in scale. The initial scenes are shot in a local arcade. This is followed by a tournament in a local Gamestop, games at a garage based arcade, the major Gamestop finals and finally, Evolution (EVO) 2009. While Justin has been a competitive player for some time, and there are tournaments of various sizes all the time, this paints a clear picture for all viewers regardless of their background knowledge. The film builds to the biggest stage in the world and Justin’s biggest opportunity, but also his biggest challenge.
Justin’s rivalry with Japanese legend, Daigo “The Beast” Umehara, provides a fitting background to the story arc. The infamous parry video from the loser’s final of EVO 2004 is a painful reminder of Daigo’s dominance over Justin on the competitive circuit. Throughout the documentary, Justin is looking for redemption; he wants to be able to stop people from reminding him about it. In the words of one tournament attendee, “everyone remembers it.” This rivalry is at the focus of Empire Arcadia’s plan as well. If Justin can slay that demon, Empire Arcadia gets a big win under its belt and the potential for massive exposure within “the industry”.
The various strands of the storyline are woven together seamlessly throughout. For example, many interviewed during the documentary such as Justin, Triforce and Ryan “Gootecks” Gutierrez say that the Gamestop tournament may not be widely acknowledged by the community. However, as Triforce explained it will get attention within the industry. It sets Justin on the way to becoming a fully fledged professional, and, of course, it gets Empire Arcadia in the limelight. There is the added benefit that the winner will get the chance to play the Japanese champion, Iyo, Korean champion, Poongko and Daigo himself. This is just one instance where the various threads cross over.
King of Chinatown rounds off particular scenes with interviews involving Justin’s friends, Empire Arcadia members or former members, and other members of the fighting game community. These interviews serve to illustrate additional pieces of background information that some may want unknown. Triforce explains that he is looking out for Justin’s interests legitimately but acknowledges that he is looking to make a career for himself at the same time. Other interviewees focus on the latter, and explain that a career is Triforce’s main objective.
The soundtrack, provided by The Gay Blades and Kiss Kiss is truly excellent. The songs used are implemented perfectly and add to the tone of each individual segment. It also helps that the songs themselves are incredibly catchy and good songs in their own right, unlike some soundtracks which don’t work when the songs are heard outside of that setting.
The King of Chinatown is a must-see for any fighting game or competitive gaming enthusiast. It is a gripping story full of twists, turns and emotion. Prepare to learn how the community and industry collide and co-exist, what gamers have to do to make it, and what a year in the life of a gaming organisation feels like.
If children’s TV shows have taught us anything, it’s that things are easier and work better when people work together. Yet, looking at the history of eSports, one would think that the major players involved had never been allowed watch these shows. Instead, they may have been reared on documentaries about conquerors; people who looked out for themselves and were fascinated with the idea of conquest and dominance.
Traditionally, one league or tournament would pick a game, set rules or choose maps, and others would be expected to fall in line. The players expected it, the fans expected it and of course the decision makers demanded it. Those who attempted something different were questioned and berated until they submitted and joined the idea of the “perfect set of conditions”.
There were two problems with this scenario. Firstly, particular organisations held the power and set the tone. This meant that nothing changed. It was very easy for things to become stale. Meanwhile, the world looked to the east as Starcraft took Korea by storm, even changing map pools along the way. However, one central organisation held power there with people signing up to the changes. In the west, those who tried to change rules or maps did so alone. It must be asked if they were hoping to steal away some of the market from others.
However, there could be a new, wacky idea of co-operation about to take the world of eSports by storm. Game choices have been replicated across tournaments for some time. This is simply a numbers game, as outlined by Head of Competition of Games Solutions (ESWC), Camille Versteeg. Other tournament settings can act as a wild card. Maps, bracket layouts, sudden death settings and playoff stipulations can court controversy or rile forum members up the world over.
With Counter-Strike 1.6 still rumbling on, many of the same maps have been played to death. Some maps have become no more than plain football fields that some teams have made their home ground. In a sense, they know the location of every divot and every blade of grass. The top teams are already two to three steps ahead without this advantage. eSports will never have the drama of an F.A. Cup match where a Division 2 side knock out a Premiership contender if the top teams simply have to show up to win 16-0.
New maps may change this, but rather than one tournament organisation seeing this possibility a joint decision has been made. The ESL, DreamHack, ESWC and eStars Seoul have signed up to a map pool consisting of de_mirage, de_forge, de_tuscan, de_train, de_dust2, de_inferno, and de_nuke. The maps will be subject to plenty of discussion and analysis, but it is great to see a co-operative effort being made. Could this have greater repercussions for the future? Could we see a more collaborative decision making process? Have we seen the emergence of a conjoined decision making group without the need for a fancy name, title or website? One can only hope that this signifies the start of something special.
Newscasters, actors, entertainers...they make it look so easy. Last night, I experienced the joy of shooting a promo. The promo was for the upcoming Super Street Fighter 4: Arcade Edition league - the Glacial Super League (in Limerick City, Ireland). I was happy with the script I had written, equipment was all set up, lighting was fine, but fluffing lines is a pain! I'll be honest, this was a trial by fire. A number of elements that I did not have a lot of experience with were meshed together in the hopes of piecing together a decent video.
The scenes were split by season. So, I had three paragraphs to say. Learning them is one thing, reading them aloud is another, but learning a script and staying focused on all the other essentials is a different kettle of fish. You can't move around for fear of making seat noises, hand movements had to be toned down - I nearly resorted to strapping my arms down - and of course things such as eye contact, breathing and facial expressions have to be considered. Everything that we take for granted. Watching videos back and listening makes you very concious of words that you say incorrectly, or where the stride is broken.
The first paragraph took some time. There were many "nearly there" moments, which then resulted in a stumble. Some people make the whole process look too easy! The second paragraph was a little more straightforward, despite being longer. However, time was ticking on. Shooting couldn't be left to the next day, or moved - results in differences which even the less-than-observant would notice. So the project pushed on, although certain lines could have been tidied up a little.
The final paragraph was pretty seemless. It was short, simple and straightforward. In saying that, it still took a couple of attempts. As a presenter, I still have plenty to learn, but it's good to have made a start. The project required editing, but that's a different story for a different time. There was plenty of downloading, uploading and, if it's even possible, sideloading. I am reconsidering my usage of Cyberlink Powerdirector. Now that I have actually put together a project rather than something straightforward, some of the inadequacies have been noticed.
But without further ado, here is the final project. It recaps what has gone before in the Glacial Super League. The first session of season 3 will take place on 16 July, 2011 in Moviedrome, Limerick City. More information is available here.
eSports is back in favour and with a new flavour: Starcraft 2. Unfortunately, that brings a wave of players, teams, tournaments and cowboys that try to hijack a good thing. In the past, eSports fans and audiences have seen organisations that set their sights too high and fell short on their promises. Their eyes were bigger than their bellies, as the expression goes. Is the IGN Pro League (IPL) just another flash in the pan? Will we see a rumoured five year plan turn into just two seasons?
The cynical could say that IGN has money to burn. After all, it is an organisation that comes under Rupert Murdoch’s umbrella. However, that is a double-edged sword. On the one hand, the backing is there to challenge any area that IGN desires. However, Mr Murdoch is a businessman. At the end of the day, if a venture isn’t going to be profitable or doesn’t fit, it will be cut.
In spite of this, the first season of the IGN Pro League focused on getting the basics right. The FAQ was upfront with interested visitors. The promise for 2011 was that $110,000 had been allocated to the league. However, just $5,000 was awarded in Season One. Immediately it was acknowledged that to go above this barrier would require more discussion with Blizzard, and that negotiations were underway for future seasons.
The ‘Best of the West’ tournament was focused. Sixteen of the best North American Starcraft 2 players were contacted and invited to take part. IGN acknowledged that eSports in America had not yet taken off and tried to rectify this. Money would be one approach but as stated, IGN looked beyond this. The announcement itself contained one very important word: “sustainable”. Instantly, it was recognised that, while IGN could make a short term splash, it is more beneficial to make an impact in the long term.
The IGN Pro League promised a polished viewing experience. Spectators have come to expect more and more over the years. Free streams run by volunteers and passionate fans are expected to be lag-free with perfect commentary and professional quality. Within the Starcraft scene, there are other elephants in the room, so to speak. GOMtv set the bar with coverage of the Korean scene. The Major League Gaming (MLG) circuit picked up Starcraft 2 and has become proficient at coverage. The North American Star League (NASL) started recently too, and would be regarded as the IPL’s closest rival. Naturally, IGN had a lot to live up to.
IGN’s presentation style almost acts as a tribute to GOMtv and the Korean tournaments. The wonderful hand-drawn player portraits are reminiscent of the usage of player pictures used as part of the opening sequences for Korean broadcasts. IGN is meticulous to include details about players including recent performances and what spectators may have to watch for in terms of playing style. The prelude to games is very spectator friendly with the player details, the map portrait and other subtle elements, such as the player’s name matching the colour that they will be represented by in-game.
Many tournaments and broadcasters focus on the event itself and then lose track of what is important. The first season of the IPL has come to a close and with the second season looming, it is vital to continue the hard work. Some tournaments omit the latter rounds in brackets or are found lacking in video uploads. However, for those that could not watch the tournament as it occurred, the IPL site itself is viewer friendly. Player profiles, including performance details, full brackets and a comprehensive video on demand section serve to inform and entertain.
IGN is gearing up for the launch of Season Two. The prize fund has increased to a whopping $50,000. This may raise a few eyebrows as eSports fans have seen previous organisations expand too fast and promise the sun, moon and stars. However, IGN appears to have stability in mind.
It must also be recognised that IGN has a team of dedicated and knowledgeable commentators on board. One in particular must be highlighted, not only for his talent but for his dedication to eSports. DJ Wheat has been on the scene longer than he would care to remember. He has been stung in the past, and has seen organisations close their doors despite the promise of longevity. One series recently made the promise of a five year plan that was cut short. If IGN are doing something wrong, the right team of advisors is in place to guide things back on track.
IGN has recognised that Korea is catered for, while Europeans are allowed to compete so long as they fulfil the American criteria. There are plenty of tournaments for Europeans. IGN has spotted a gap in the market and has identified where other organisations have fallen down. With a focus on the spectator as well as the spectacle, the future is promising for the IPL.
There is a time and place for censorship, but it seems to be becoming more widespread on the internet. A place where regardless of what it is, you can find it if you really want to look for it. Sometimes, this censorship affects us in our day to day offline lives too, and it can be baffling at that.
When I was a young lad, all that time ago, Alanis Morissette had the hit song 'Bitch'. It was uncensored and the controversial word was in the title. While it has an intended usage as the term for a female dog, this was not its purpose within the song. The song was played on the radio and many paid it no heed. It was just another word within another song.
Years later, we found YouTube to be a Godsend. No longer was it necessary to call into a radio station and wait for hours until the requested song was played. Just type it in and away you go. While I am for supporting artists, it is baffling when songs hit VEVO and become edited, especially when there is no way to watch the uncensored versions. This is particularly true in the case of rap videos. It's utterly pointless listening to most of these on VEVO. It becomes two minutes of silence with the occasional beat thrown in for good measure.
What is interesting is when rap hit mainstream radio. Suddenly it became acceptable to play it during the day, but the naughty words still had to be taken out. The most prominent example in my mind is when a local station played Eminem's "Ass Like That". Now it contains that particular lyric a number of times within a four minute window. Each and every time, the word "ass" was removed...Only for the radio presenter to come on at the end and announce the song name in full. What was the point of that exercise?
If there is a song that I'm unfamiliar with, and I hear silence that appears out of place, I immediately become more curious as to what should be there. When I was younger, one of those songs was "Fat Lip" by Sum 41. The word "gas" is censored in the line, "all the gas you've been huffing". Without the silence, it would have been another lyric but when censored, it becomes all the more interesting. The same occurred recently in the song "Like a G6"; why is "slizzard" a bad word? - "when we drink, we do it right gettin' slizzard". Yes, it means drunk, but it's not going to add to the problem of underage drinking.
Why stop with that word? Lady Gaga is responsible for plenty of dodgy thoughts, lyrics and videos. Yet is left practically in touch. Listen to any given song and there will be some examples that shouldn't be sung by her target market. Maybe I have no innocence left, but what is the difference? Where is the line between OK and banned? And why are children allowed to sing about, "going for a ride on a disco stick"?
The main reason that this has come to a head is the release of Mortal Kombat Legacy. For those not in the know, it is a web series based on the game, Mortal Kombat. It is gritty, grimy and apparently subject to censorship. I would advise checking it out. BUT watch the uncensored videos. As someone commented, Mortal Kombat without violence is like Street Fighter without Hadoukens. If you don't want spoilers, look away now - go watch the series.
I have really enjoyed the series so far. However, episode 2 bothered me. The early release showed Jax punching Kano's eye out - resulting in the half bionic face. However, this was removed in an edited version. This removal makes the opening two episodes pointless. They act as a background to how the characters come to be and interact, and yet we're losing the knowledge about Jax and Kano, and how Kano loses an eye. It's graphic but viewers will quickly realise that someone could throw jam at the camera for the same effect. Interestingly, there is also a surgery scene where Kano's eye is replaced. This is present in both episodes despite being far more graphic and uncomfortable.
Episode 3 was the straw that broke the camel's back. It centres around Johnny Cage. It is full of grit, adversity and swearing...or silence if you watch the censored version. It breaks the tone and feel of the series. It actually came close to ruining that episode for me. I went back and watched the real version when it was released later in the week and it is so much better. From here on out, I will only be watching the uncensored cuts.
There is a time and a place for censorship. A series based on Mortal Kombat is neither.
To be honest, I'm not quite sure what to make of The Fancy Pants Adventures. I first got a look at it at the EA Showcase and it seemed like a lot of fun. Then again, I played for about 20 minutes with four players and only touched on the story mode. Instead, we saw challenge rooms and alternative modes such as King of the Hill.
The Fancy Pants Adventures does not seem designed for playing single player, which makes it difficult to review and also difficult to pin down. As a 2D platformer, it looks well but it isn't overly challenging. There are bundles of collectibles but it's like collecting rewards from cereal boxes; it comes down to dumb luck and persistance.
The only reason to play on your own is to get the extra "squiggles" and go for the 100% completion or rewards. However, the levels are designed for multiplayer. Some squiggles are unobtainable unless you work with other people to reach higher platforms. So, while you get to explore more at your leisure in single player, you may not be able to get to places that you find.
This is where the game falls down. It can be a blast playing four player locally. There are some excellent game modes. But, if playing with the wrong crowd, it comes across as a boring title. If you can get the mix of co-operation and competition right, it works out brilliantly. But considering that you need to assist one another to get some squiggles, if people take the competitive element too far then the wheels come off the chariot.
I picked it up instantly when it came out after my impressions at the showcase. My friends haven't been won over so it may only get played locally for short bursts of time. On top of that, it hasn't quite gripped me enough to play through of my own accord.
The more observant will instantly spot that Unpleasant Horse doesn't quite fall in line with what is expected from Popcap. That is why "4th & Battery" has been created; to act as an indie label to cater for Popcap's strange or marginal ideas.
The protagonist is the Unpleasant Horse, complete with skull tattoos and a dark mane. But when viewing the title screen, look beyond the fluffy pink background into the sad eyes of the horses beyond and you get an inkling of what is to come.
The initial tutorial is brilliant in a sadistic, dark way. The basic mechanics are explained simply - touch the screen to jump to a cloud, or make a leap of faith if you are that way inclined. Then the line of, "Oh look! A pritty pony!! Let's go say hi" pops up. At this point Unpleasant Horse lives up to its name.
You see, the objective is to leap from cloud to cloud, and occasionally weighing down flying ponies so that they drop into a sea of sawblades. All of these actions gain points, with extra awarded for linking ponies, mega jumps, or dismounting just before you get devoured yourself.
The artwork is well done with subtle animations. Players will almost feel bad for those ponies being brought to their deaths as they weep before disappearing in a torrent of blood and gore. Their wings flap in desperation as they try to avoid the inevitable but it is of no use. Clouds darken with your presence and lightening flashes.
The game mechanics are implemented well and work fluidly. Combos are rewarding to chain and provide a challenge, while style points push the player to drop closer and closer to their own demise before leaping away from the clutch of the saw blades.. Bird feathers allow for an extra hop which can extend the chaos. However, there is never a need to move on. This is one point where the game falls down as it provides less of a challenge and more of a test of patience.
If the player can wait for an appetising screen, they can make great progress and rack up the points. Popcap have capped the number of feathers a player can hold at five. This means that there could be an end at some point as players eventually lose their run of luck, and cannot get an extended jump. An online leaderboard could have been an added touch.. Unless you are competitive and strive for perfection, or are sharing your iPad or iPhone with others, the game does lose its appeal.
Unpleasant Horse is an interesting change of direction for Popcap. It would traditionally be associated with colourful, family friendly games. At a push, the exception may be Plants vs Zombies, but even that can appeal to all. However, the cartoonish gore and game theme may be enough to put many players off. The background metal music is not for everyone, and the scream of horses mixed with the rev of saw blades may cause some to lose their appetite.
Players can certainly have plenty of fun with Unpleasant Horse. It is free so everyone should play it a couple of times at least. The various extras for scoring points reward a blend of creativity, daring and luck. Unpleasant Horse is a great way to kill some spare time. Overall, Popcap has put together a fluid, fun little game. However, it loses out in terms of long lasting appeal unless the competitive spirit is ever present.
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.
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.
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.
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).
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.