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The Rumble Pack Posts

The Legend of Zelda: Spirit Tracks Review

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Can Link do anything right these days? For all of the critical praise that the ongoing Legend of Zelda saga has received in recent years, the online backlash towards the past few entries has been harsh. While Twilight Princess and Phantom Hourglass introduced new wrinkles to the series, the dungeon-trekking foundation that’s been in place since the original – or at least Link to the Past – is starting to feel creaky. Spirit Tracks, the latest Zelda and Nintendo’s big handheld title from last fall, suggested that cartoony locomotives might be the solution, but unfortunately riding the rails is the worst part of an otherwise wonderful adventure.

Phantom Hourglass was unusual in that it followed the events of 2003’s The Wind Waker, instead of just hitting the traditional Hyrule reset button. If you’ve seen any cel-shaded Spirit Tracks screens, then you’ve probably realized that this game is another direct sequel. Unlike PH, this game takes place 100 years after Tetra, the King of Red Lions and all of that time-consuming sailing. It’s clear that this is the same world though, with plenty of references to the old toon games sprinkled throughout.

Burn, Baby, Burn (Dante’s Inferno)

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A man tears apart slaves, sews a cross into his chest and dives head-first into hell – not exactly what you might think of if I were to say “inspired by classical literature.” But although it’s the newest IP developed by EA’s Visceral Games studio (creators of Dead Space and The Godfather) it’s a bit misleading to call Dante’s Inferno “original.” Both in concept and execution, it’s difficult to describe the title to gamers and non-gamers alike without immediately calling to mind the game’s 14th-century inspiration or other titles with near-identical gameplay. And while I’ve enjoyed the majority of fresh releases that EA has put forth over the past two years, I’m left with very mixed feelings after completing the Dante’s Inferno demo, which is now available on the PS3 and Xbox 360. In a rare stroke of irony, although several games last year seemed to have suffered from a great-concept, poor-execution syndrome, EA’s first 2010 effort seems be exhibiting exactly the opposite problem – great execution, awful premise.

 Look into my eyes…

The premise, for the uninitiated, is equal parts familiar and confusing.  Based loosely on Dante Alighieri’s “The Divine Comedy”, the original poem detailed the journey of main character Dante being led by the Roman poet Virgil through a walking tour of the medieval concept of Hell. Symbolism abound, it’s an incredibly lyrical and fascinating piece that’s had a very long-lasting impact on religion and society in general. EA’s Inferno, on the other hand, finds a relentless crusader Dante slashing his way through the nine circles of hell (with Death’s scythe, no less) to free the soul of his late wife whom Satan seems to have claimed. It’s a classic “rescue the girl” plot – albeit a very graphic one – that has more in common with God of War than it does with Mario or classical literature.

And by “more in common”, I mean to say that Dante’s Inferno could easily be mistaken for a God of War spin off – and that’s not necessarily a bad thing. The game plays like a very well-constructed third person action title – Dante darts back and forth between waves of enemies, effortlessly swinging his gargantuan scythe and ripping apart legions of demons with simple yet upgradeable combos, all to a silky-smooth 60 frames per second. “Light” and “Strong” attack buttons are mapped to the square and triangle buttons respectively, while x allows for a jump, and circle shoots forth a white “cross” projectile, handy for defeating winged baddies or for dousing flamed-enemies that wouldn’t normally be touchable. Add to the concoction a handful of magic-infused attacks, a few quick-time event bosses, and the ability to either “absolve” or “punish” enemies for their sins (the former of which grants you more experience points for upgrades but leaves you helpless for a few seconds), and you have the closest cousin to Kratos to ever fight outside of Greece. The controls are responsive, each hit has a nice sense of impact and combat mechanics genuinely feel good.

But if there’s one thing to set Dante’s Inferno apart from other action titles arriving early this year, it’s undoubtedly the eerie, disturbing and unabashedly Christian symbol-infused environments. Each of the nine stages is said to contain landscapes and enemies that represent one particular circle of hell, and from what I’ve witnessed thus far, there’s very little being held back in favor of not pushing the envelope. (If you haven’t heard of the demon-hatching breasts from the boss of the lust stage, well, that’s just the beginning.) And although I can imagine it would be quite difficult to create a game centered on the concept of hell without Christian imagery, I was still shocked at the amount of religious symbols flashing across the screen throughout the course of the fifteen minute demo. To say it felt a little awkward would be an understatement – am I rooting for God if I kick the devil’s ass?

A thinking man’s game…

Indeed, from what I’ve been able to experience thus far, although Dante’s Inferno looks and feels quite good, my concerns lie more with its underlying concept than anything else it tries to achieve. It’s not very often that a piece of classic literature becomes the basis for a video game, and while Dante’s seems to be shaping up to be a fine third-person action title, the idea of taking the rich, symbolic commentary presented in the original poem and shoehorning it into a hack’n’slash just seems to be missing the mark. Hopefully the full release will offer either a few thought-provoking moments or bits of self-referential humor – for a title that will surely involve ridiculous settings, enemies and attacks, taking itself too seriously could prove to be a major obstacle to creating something special. Alternatively, the game could offer environments so unique and haunting that I would be able to recommend it to my literature-major friends as a fresh take on the classic inspiration and not as a shallow, violent depiction of the original work.

It remains to be seen whether the game will find success upon release amidst the likes of other action juggernauts like God of War III, but if the final release is nearly as bold and brazen as the demo I’ve played, I’m sure it will leave its mark among one crowd or another. Although they’ve proven themselves as being capable of creating great atmospheres in prior titles, we’ll just have to wait and see if Visceral and EA are able to craft an experience with Dante’s Inferno that more than absolves it of its sinfully unoriginal nature. Here’s praying.

Episode 120: Requiescat in Pace (Gunshot)

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It’s an Assassin’s Creed II Asstravaganza! This week, the guys chat with Roger Craig Smith, the voice of Ezio, Chris Redfield and countless other video game characters. Roger tells them about voice acting, his recording experience at Ubisoft, and much more. After the interview, stay tuned for our post-game ACII analysis. (Be advised that 56:30 and beyond is super spoiler territory, so make sure you’ve completed the game!) Make sure to come back for the interview in its entirety this weekend.

Relevant Links:

The late Peter Boyle as you’ve never seen him before! (Poochinski)

Assassin’s Creed 2 Unnecessary Censorship

Forced Feedback: Avatar

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After a month in theaters, “Avatar” is still just as relevant ever. With over a $1 billion worldwide box office gross so far, James Cameron’s dream project may ultimately become the most financially successful film of all time (if you ignore inflation adjustment, of course). But will the movie have long-term effects for gamers? And will the 3D technology used here trickle down to your living room anytime soon? In this new column, Justin and Nick discuss the potential cultural impact of “Avatar” on our favorite pastime.

Justin: I watched a 3D screening of “Avatar” a couple weeks ago, and I’ll admit that I’m a little sick of the coverage this movie has received, a huge box-office take be damned. While I found much to like about the film, which is why Nick and I are dual-blogging here, I found the plot and thinly drawn characters to be utterly forgettable. I think if you take even a not-so-close look at the logistics of the Avatar program and the supposed diplomatic mission to Pandora, it makes little sense, and there are a bunch of other nagging issues that bug the hell out of me. Not trying to be a downer, but I want to make it clear that I have a lot of issues that I’m ignoring for the sake of this conversation before we proceed.

That said, I love those glowing helicopter lizards. And the hair-tentacle fusion stuff between the Na’vi and Pandoran wildlife. And the bioluminescent fauna that lights up when Jake walks by at night. Throughout the entire 2+ hour experience, I kept thinking about how much the planet reminded me of the Panzer Dragoon series, most notably Orta, and I was unsurprised when Nick mentioned that he picked up a similar video game vibe during his viewing. The movie, both thematically and visually, seems reminiscent of many recent gaming favorites, and I thought it would be fun to explore the symbiotic relationship between Hollywood and our industry that’s cropped up in recent years. So Nick, I was hoping you could touch a bit upon the “virtual world” theme that you were talking about last night…

Q-Games’ Complexity Through Simplicity

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On Monday night, I “officially” designated Uncharted 2 as my “Game of the Year,” but as I pointed out during our podcast, most of my other choices took a more old-school design plan. In the case of New Super Mario Bros. Wii, this meant bosses that always required three bonks on the head to defeat; for Punch-Out!!, this meant straightforward circuits with only a few bells and whistles. While some of my choices earned scoffs from the rest of the Pack, I still stand by them. And none were more elegant than PixelJunk Shooter, a game from a personal favorite dev team, Q-Games.

I won’t rehash the mechanics of Shooter, but what really blew me away about this particular entry in the series was how much you could do with so little. Though the basic controls used the comfortable dual-stick scheme, your little ship could fly circles around its Geometry Wars equivalent. Even with a very streamlined control scheme and visual style, you could:

  • Blend lava, water, steam, magnetic oil and ice for varying and occasionally unpredictable outcomes
  • Slide into different suits so that you could suddenly repel different substances or fly through intense heat
  • Latch onto glaciers, “bucket” plants and water pods to douse the environment and progress onward
  • Open switches, rescue trapped folks, battle monsters and more…

While I realize that these observations aren’t necessarily revelatory, I’m still blown away by the expansive move set in this $10 title, and how many different variables the game asks you to process in any given moment. And if you’ll allow me to get just a bit more pretentious than normal – brace yourselves – I think what defines Q-Games and its gaijin prez Dylan Cuthbert (at least in recent years) as auteurs is deceptively complex resource management in a very old-school package.

World of Flash: Where the Flash Things Are

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Now that the holidays are over and people have gone back to the grind of reality, I have returned in an attempt to make your productivity plummet. In what will likely be the last of my “surveys of the Flash gaming world,” I will be like the mother bird and feast upon the flesh of my runt offspring. I josh. Instead I shall provide you with wings, so that you may begin to wander the wild world of Flash yourself.

Newgrounds

Tank

Founded by Tom Fulp, the programmer behind the dynamic developer duo that is Behemoth (creators of Alien Hominid and Castle Crashers), Newgrounds is likely the largest site of user-submitted and peer-reviewed content on the web. The site primarily relies on amateur or very small independent developers to submit their Flash game/video to the community. Then it is up to the community to either protect it and push it to the top, or to “blam” it and keep it from ever seeing the light of day.

Episode 119: Flushing Out the Old

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After weeks of anticipation, the guys have finally picked their Games of the Year – and they’re ready to take their choices to the grave! But before the Pack gets to the festivities, there’s some more post-holiday business to discuss. Nick goes back to the future in the original Mass Effect, Kaz maintains his Left 4 Dead 2 masochistic streak, and Justin and Tom let the Trajectiles fly in another DSi game from Q-Games. The second half of the show is a look at both 2009 and a theoretical 2019. How long will it be before you get to see The Rumble Pack in 3D? Tune in to find out!

LittleBigPlanet (PSP) Review

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The PS3’s LittleBigPlanet was a game about unbridled creativity. Anything was possible, so long as you had the patience to glue it all together. LBP‘s younger brother for the PSP shares its title but is too often about compromise. While the charm, intricate level design and adorable Sackboys have survived the transition, much of what made the original special has been sent to the scrapheap.

LBP is a classic case of “can we/should we.” From a technical standpoint, the game is a marvel. Just in case you’re not up to speed on the PS3 predecessor – something you need to rectify immediately – LBP is a sidescrolling platformer that allows users to create their own levels from scratch and upload them online. Everything is customizable, from motion-sensing switches to lighting effects to enemy movement patterns. The PSP edition retains this exhaustive level editor and bustling online community. You can download user-made levels on the go, and for that alone, the guys at Studio Cambridge should be patted on the back. I just wish these new worlds had some texture.