Archive for July, 2010

Episode 148: Trishgate

Rev up your chainsaws and prepare for a bloody good time, because this week, the Pack talks with Jeff Agala, Creative Director of Shank. Jeff discusses the animation process, beat ‘em up inspirations and the recently announced co-op campaign. Before that, Justin takes charge of an orphanage in Yakuza 3, Tony hunts Dracula’s vampire horde in Helsing’s Fire, Nick gets on the Peace Walker conga line and Kaz defends against an Alien Swarm. Plus, Justin May Crying over a Marvel Vs. Capcom 3 announcement, an in-depth LIMBO discussion and Tekken flamebait.

Note: The interview with Jeff starts about 50 minutes into the show.

Relevant Links:

Jeff Agala’s Art Spot

Sim City 4 Megalopolis

Game Play Wrap-Up

If you live in Brooklyn and love games as much as we do, you may have heard about Game Play, a two-week festival devoted to video game performance art. Unfortunately, the festivities concluded this past weekend, but I was able to attend two of the shows before the end of their runs. Its “Off Off Broadway” roots definitely showed a bit, but it was nice to see some local enthusiasm for our industry in the heart of Hipsterville.

The shows at the Brick Theater included “Kewl-Aid Man in Second Life,” a guided tour of the virtual world starring the famous pitcher monster; “A Short Lecture of a Different Time,”a history lesson told through 8-bit graphics; and “Theater of the Arcade,” which took several simple game narratives and adapted them for the stage. I attended “Grand Theft Ovid” and “Modal Kombat,” both of which I’ll discuss after the jump. The $15 ticket price is a bit steep for amateur theater, but I think the show could develop into something special in a few years time. Be sure to at least keep your eyes peeled next year if you’re a fellow Brooklynite.

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Puzzle Agent Review

Nelson Tethers: Puzzle Agent, from Telltale Games, thrusts you into the strange world of the FBI’s best puzzle research agent. Those familiar with the whimsical nature of the Professor Layton series from Level 5 will be instantly comfortable with the juxtaposition of adventure game roaming and non-sequitur puzzle solving. They will also find a game that exceeds that series in story and setting while falling short on the puzzles.

NTPA:Office

Nelson is a puzzle-solving superstar.  He is sent to the strange town of Scoggins to investigate an accident at an eraser factory that has affected the White House’s supply. The hand of previous LucasArts employees is clearly evident with such a preposterous mission given to the player, but it sets up some of the cleverest writing and animation I’ve seen in a game in a while. Creative director Graham Annable employs the same wit and style found in his Grickle animations to great effect, given this nearly impossible setup.

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Episode 147: Life (and Death) with Louie

Crack open a can of Edie Gourdo grass jelly and sit back for the tastiest show yet! This week, the Pack is burning down the house with Tyler Barber, co-host of Rebel FM. Tyler discusses Transformers: War for Cybertron and probably wonders why Tom and Tony are willing to subject themselves to nasty Chinese soft “drinks.” Justin shines a light on the spooky LIMBO, Tony rides an emaciated donkey unicorn in DeathSpank, Kaz remains addicted to Super QuickHook and Nick shows off his threads in Dragon Quest IX. Plus, indie developer battles, a moment of silence for 1 vs. 100 and a Louie Anderson kill-streak.

Relevant Links:

Eat. Sleep. Game.

The Reason Why Justin Received “el F” in French Class

A Saturday Morning Tragedy

LIMBO Review

When you first boot up LIMBO and find your nameless protagonist face-down in the mud, it’s immediately clear that something is amiss. The boy wakes up alone, probably wondering where he is and how he got there. The deep woods inspire a sense of dread, and its silence further signifies that the next few hours are going to be quite lonely.

While Braid may deal in time trickery and P.B. Winterbottom specializes in cloning, this latest puzzle platformer’s biggest selling point is melancholy. LIMBO of course has a few mechanical hooks along the way, but its shadowy look and haunting atmosphere set this apart from almost any other game I can think of, downloadable or otherwise. The swinging traps and whirring saw blades are familiar; the quiet boat ride in between is not.

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The Rumble Reader Episode 7: Strangers on a Raid

After Blizzard’s “Real ID” fiasco, Nick and Justin wouldn’t dream of asking you to give up your Rumble handle, but they can’t help wondering how a more open community might work. Luckily, a Gamasutra analysis serves as a worthy devil’s advocate. The guys also discuss 1up’s tribute to the ROM hacking underground and fan translations. Those English patches for old Super Famicom games are definitely appreciated, but how can future projects survive in a post-DRM era?

Relevant Links:

Kris Graft’s “Why Was Blizzard’s ‘Real ID’ Such an Issue?”

Bob Mackey’s “Found in Translation”

Tom Bissell’s “The Grammar of Fun”

Episode 146: Ski-Ba-Bop-Ba-Dop-Bop

If the Scatman can do it, so can the Pack. This week, the guys don’t let anything hold them back. Resident oracle Tom cross-pollinates Best Buys to score a copy of Blur, Justin wanders through New York City for fellow Dragon Quest IX taggers and Nick embarrasses the world by reading the Deathsmiles marketing slogan. Tony and Kaz also discuss the ton of iPhone games they’ve been playing. Plus, zombie doctors, Persona 3 “butt rap,” Puzzle Agent matchstiq and multicolored tentacles.

Relevant Links:

Wired’s Interview w/Hideki Konno (details on 3DS tag mode)

Frank Cifaldi’s “Controversial” Monkey Island 2 Review

Tag, Who’s It?

If you own a DS and love RPGs, I hope you picked up a copy of Dragon Quest IX this weekend. While there’s no way it’s going to become the cultural phenomenon over here like it is in Japan, the fact that Nintendo’s publishing it stateside - and appointing Seth Green as its official celebrity spokesguy - is promising. Perhaps a modest following is not out of the question. The only problem is that most of us won’t be playing it “correctly.”

 Though the Toriyama art and turn-based battles might suggest another traditional outing, IX‘s multiplayer emphasis is a significant departure. Not only does the game feature four-player cooperative dungeon crawling, but there’s also a tag mode that automatically shares data and treasure maps with other players. This mode is inconveniently tucked away in a specific inn, but the potential benefits are huge. However, we’re all well aware that American gamers just aren’t geared to this kind of play, so too bad, right?

Or at least that’s the standard line. I, for one, am going to try a little experiment for the next month. During my daily commutes throughout New York City, I’m going to “canvas” for like-minded DQIX players in the hopes that we can become accidental buddies. I suggest that everyone reading this should do the same. Let’s keep our minds open and check back in 30 days.

Episode 145: So Many Shortcuts

It’s time to “return to nature,” as they say. This week, Tom and Kaz collect a dollarful of fists in Puzzle Quest 2, the new and improved sequel of an old pooper favorite. Justin rolls with his homies in ModNation Racers, while Nick wears out his turbo thumbs on the final boss of Prinny: Can I Really Be the Hero? Meanwhile, Tony allows some fancy camerawork to lure him back to friends-of-the-show Kane and Lynch. Plus, John Goodman cosplay, a GameCube rant, Marple Syrup, Skip’s little-known taxidermy game, a Steam bounty and the latest Justin remix.

Relevant Links:

Leprechaun in Mobile, AL

Goodbye, Gran Pulse: Final Fantasy XIII Parting Thoughts

I’m not sure how Square Enix did it, but somehow the storied Japanese developer managed to spend five years developing Final Fantasy XIII and still leave it unfinished. The game contains gorgeous environments, state-of-the-art CG animation and a deep battle system, but what struck me during my 46-hour play-through was how hollow the experience felt. It’s clear that FFXIII enjoyed the same lavish production values as its predecessors, but the world building and characters were short changed.

This was apparent from the very first chapter. After a stirring assault along the Cocoon highway, we are introduced to some of the thinnest characters I’ve seen in a modern RPG. Sazh just wants to get his son back,* Hope wants to avenge his mother, Lightning and Snow want to help Serah and Vanille just wants to annoy the hell out of me. I kept hoping for more character development, but most of the cast remained paper-thin. Only Vanille (yeah…) and Fang ever received some kind of pathos.

*”Waaaalt!”

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